YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

****
Vans is Offline
Contact Vans:

Vans

Contributor

Messages by Vans

    

Re: Character of the Month: May 2020 Nominations

 June 13, 2020, 05:19:26 pm View in topic context
 Posted by Vans  in Character of the Month: May 2020 Nominations (Started by 【MFG】gui0007 June 08, 2020, 02:51:57 pm
 Board: Contributions of the Month

Hello!

I really appreciate everyone for considering my version of Dark Girl's Sakura for CotM, thank you so much for nominating her.

I am sorry if this sounds out of line, but I would like to request for her to not be considered for this contest at this moment in time.

Her coding is not complete yet, and I would like her to compete for such an award when the code and gameplay has been polished. I want to deliver my absolute best as a coder before declaring an official release, also out of respect for Dark Girl since this character is dedicated to her and her contributions to the community.

I can also understand if this out of the scope of the rules of the contest. I hope this is not too much to ask.


    

Re: Isabeau Incarnate/Isabeau (True Form) [Kula Clone] and THE POWER OF LOVE???

 May 21, 2020, 07:18:03 am View in topic context
 Posted by Vans  in Isabeau Incarnate/Isabeau (True Form) [Kula Clone] and THE POWER OF LOVE??? (Started by LunaTuna May 19, 2020, 07:06:44 pm
 Board: Your Releases, 1.0+

Hello.

I tried this character from the perspective of the player, so I can't comment on the AI.

I was initially not sure which pieces were programmed by you and which pieces were carried over from Juke Kisaragi, as she is a very talented creator. However, she has many problems at adapting KOF style and many signature issues are a staple of her work.

I would like to mention to the people reading the thread that the coding is brand new and that it was done by yourself, and you deserve recognition for that.

The character is very well made, it follows KOF style movement decisions and the attention to detail is top notch.

Some comments:

- One gripe is that she does not appear to be using KOF style hitdefs and cornerpush, however, this is easily patched if desired.
- Most of her projectile moves appear to be using projectile controllers which is very light on memory and resources. However, this puts her at a huge gameplay disadvantage, as most "pots" style characters disregard old projectiles and even regular hadoukens will cancel basically all of them out. Perhaps a new update would see her projectiles become a little more modern, but I am not insisting on it.
- There are some instances of "trigger1 = 1" being used throughout the coding which I highly advise against. This is because in MUGEN there exists a special moment in time, "time = -1" in-between states where such pieces of code will trigger. This can cause really bad bugs, so I advise to adopt the more friendly "time >= 0" trigger in these cases. For 99% of most cases, "time >= 0" is what the author means when they use "trigger1 = 1".

I would like to close by mentioning that I hope to see more work from you.

Congratulations.

    

Re: Jmorphman's WIP thread: updates updates updates

 May 21, 2020, 06:31:05 am View in topic context
 Posted by Vans  in Jmorphman's WIP thread: Project S.H.I.N.(go): Shingo Beta out! (Started by Jmorphman November 01, 2010, 09:13:43 pm
 Board: Projects

If it doesn't combo then the overhead bit becomes a mixup if the opponent is blocking. You could (for example) let the player cancel out of that overhead by spending meter, which adds a bit of strategy.
    

Re: KOF Sakura, Neowave Geese beta. All of my characters reuploaded.

 May 15, 2020, 10:02:44 am View in topic context
 Posted by Vans  in KOF Sakura, Neowave Geese beta. All of my characters reuploaded. (Started by Vans May 15, 2020, 07:46:36 am
 Board: Your Releases, 1.0+

Vans its great to see you back ! I cant wait to test the updates when I finish work today. Also a new buffer system ? Do you plan to elaborate on it in the future ?

Yes! This is the plan. Thank you so much for your testing help, I appreciate it.

The system isn't completely new, it's an update to Tiny Buffering, so the tutorials that were written there are still valid (for the most part, thankfully). My hope is to be able (in the future) to produce a module for Fighter Factory that can allow people to work with the buffering easily.



Of course such module could be adapted to work with other buffering systems as well and will be done free of charge / open source.
    

KOF Sakura, Neowave Geese beta. All of my characters reuploaded.

 May 15, 2020, 07:46:36 am View in topic context
 Posted by Vans  in KOF Sakura, Neowave Geese beta. All of my characters reuploaded. (Started by Vans May 15, 2020, 07:46:36 am
 Board: Your Releases, 1.0+





https://www.mediafire.com/folder/xserf130yrgbt

- I have re-uploaded ALL of my characters (including incomplete ones). There is a note I want to address here, the easly WLS characters were products of their time and in a different era of MUGEN creation. Please be kind and understanding, as they're not very well made and the comments in the code are not good. I only re-upload them because I understand some people wish to download them again and use them for reference.

- The LB characters have received some updates I entirely lost track of. I am very sorry. There might be bugs when pairing them together in simul mode, if there are, please let me know.

- I am sharing two betas that had not seen the light of day until today. Sakura (with the wonderful sprites of Darkgirl) and NeoWave Geese. NeoWave Geese contains a much more advanced system, and my hope is to upgrade everyone in the LB line to this system in due time. He has a new version of Tiny Buffering (dubbed Type X) which will be used in all my future characters moving forward.

- I am re-uploading the characters of Nazo no Otoko, as I was asked to keep them maintained.

- The "discontinued" section has incomplete characters that will not be finished in their current state. They have to be re-made.

Going forward, if you want to share my work please make sure to share and ONLY link to the above mediafire folder. Any other repository is not maintained by myself and I offer zero support for them.

And once more, all of my code is open source as long as credit is given and it isn't used for profit.

    

Re: Reverse engineering Mugen with Ghidra?

 May 14, 2020, 12:03:28 pm View in topic context
 Posted by Vans  in Reverse engineering Mugen with Ghidra? (Started by Fausto Mugen May 11, 2020, 04:32:44 am
 Board: Development

Yes, this has been done before with Winmugen. Perhaps this Ghidra program offers better results, but as you can see (other than the strings) every single function is labeled with a generic name which offers zero context as to their purpose or use.

You would need a person which is not only completely well-versed in CNS, but also patient enough to painstakingly go through every function and try to interpret its purpose. A person with such skills (and free time) would probably choose to tackle other projects instead.

For elementary uses, you might be able to to do easy things, like modifying game-modes to be simul-only or teams-only or very silly patches. Perhaps a more useful proof of concept would be to patch the hitdef code to accept integer numbers as attributes instead of just strings, this way you would be able to use triggers such as "cond" to modify their behavior.
    

Re: Really trying to get into basics - Need some help

 March 31, 2019, 05:38:59 am View in topic context
 Posted by Vans  in Really trying to get into basics - Need some help (Started by KarmaCharmeleon March 30, 2019, 11:38:35 pm
 Board: M.U.G.E.N Development Help

The NeoGeo native resolution is 320x224 not 320x240. I think this might explain your size problem.
    

A new development-focused community: MUGEN.NET

 March 27, 2019, 09:08:45 am View in topic context
 Posted by Vans  in A new development-focused community: MUGEN.NET (Started by Vans March 27, 2019, 09:08:45 am
 Board: M.U.G.E.N Discussion

MUGEN.NET is a new community which strives to encourage and help new up-and-coming coders improve and receive specialized feedback. By utilizing the new social media platforms we break the barrier of entry and shortcomings associated with internet forums, as well allow users to connect and learn from each other more closely.

In MUGEN.NET we have a new way for asking for help: the "Ask an Expert" program. In this platform it is possible for anyone to ask any possible questions directly to experts within the community for a better opinion. We strive to make no question go unsolved, and no question go unnoticed or dismissed due to complexity. If there's something this community has learned, it's that there's usually nothing "impossible". By asking those with many years of expertise in the engine, your questions will carry much more meaning.

We shall encourage discussion and sharing of the brand new releases within the community, while at the same time providing a platform for those creators who require a more hands-on approach to receive feedback. By actively updating and sharing the newest advances in coding techniques, our aim is to help creators reach new heights so they may help others to improve as well.

I hope I can get to see you all in MUGEN.NET: the developer-focused community.

https://discord.gg/8pRm44Y

If you need an invite to join, please feel free to contact me directly via twitter: @vans1belmont

Best wishes,

Vans.
    

Re: Caddie general thread |Current: SF2NES|

 October 30, 2018, 08:57:06 am View in topic context
 Posted by Vans  in Caddie general thread |Current: SF2NES| (Started by Cobra Caddie June 07, 2011, 06:35:42 am
 Board: M.U.G.E.N Discussion

    

Re: Looking for a certain topic on corner push

 October 24, 2018, 03:09:59 pm View in topic context
 Posted by Vans  in Looking for a certain topic on corner push (Started by JustNoPoint May 12, 2017, 04:13:55 pm
 Board: Off-Topic Help

    

Re: Can't change my avatar~

 July 09, 2018, 07:28:55 pm View in topic context
 Posted by Vans  in Can't change my avatar~ (Started by Crimson Array July 09, 2018, 07:22:31 pm
 Board: Off-Topic Help

    

Re: [SPANISH ONLY] Español solamente V2

 July 09, 2018, 04:33:20 pm View in topic context
 Posted by Vans  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 am
 Board: International

No se porque tanto alboroto, miedo y rencor, si de sobra se sabia que cualquiera que ganara las elecciones va a seguir siendo lo mismo, eso demuestra que la gente sigue siendo manipulable e ingenua o mas bien ignorante, se preocupan mas por los rumores en las redes sociales y medios de entretenimiento

Pienso que es más ignorante quedarse con los brazos cruzados y no intentar tomar parte activa en los procesos políticos del país.
    

Re: "Tiny Buffering" Update [Divinewolf] UPDATE: 18.06.18

 June 23, 2018, 09:16:37 am View in topic context
 Posted by Vans  in "Tiny Buffering" Update [Divinewolf] UPDATE: 27.06.18 (Started by Cruz June 11, 2018, 09:15:46 am
 Board: Your Releases, 1.0+

Hello! I am sorry for being so late to reply, I was a bit swamped with work.

Actually there are two things that might be making that command more difficult to do.

- The first is that in KOF there is plenty of time to perform the joystick movements. For half circle motions this is usually between 21 and 24 frames. This can be measured using an emulator with a step framing function as follows:

Perform the HCB command by doing f (3), df(3), d(3), db(3), b(3), button  The (3) denotes that the direction should be held for 3 frames. If it works, this means that you have at least 18 frames to input a half circle motion. Increase the time spent holding one direction by one frame, and test it by doing:

Code:
f (4), df(3), d(3), db(3), b(3),
f (4), df(4), d(3), db(3), b(3),
f (4), df(4), d(4), db(3), b(3),
f (4), df(4), d(4), db(4), b(3),
f (4), df(4), d(4), db(4), b(4),
f (5), df(4), d(4), db(4), b(4)...

And so on, until the move fails. The last pattern you obtain will let you know how much time the game allows for the player to enter the command and still get the special move.

This is the time you should be using in the "time" parameter when you define them in the .CMD. Remember, changes in this parameter define how long the player has to input the directions on the joystick, so this will have a direct impact on how strict they feel.

- The second and very important thing is that in KOF it is possible to "cheat" diagonals because the official NeoGeo hardware utilized an 8-way joystick. In general most SNK joystick motions will feel "lighter" and easier to perform due to this design difference.

In modern fighting games the diagonals are seldom required to be 100% strict, even in Capcom games. So one possibility would be to redesign the command to be a little more lenient in this direction.

One compromise could be turning the command into a "power geyser" style half circle. That is, something like

Code:
 ~F, DF,$D,B 

This retains the strictness of the first diagonal (which is usually input by the player) but becomes forgiving in the second. Not too strict and not too easy.

I hope this helps.


    

Re: Contributor Suggestion Thread

 June 23, 2018, 08:57:59 am View in topic context
 Posted by Vans  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 am
 Board: Feedback

    

Re: “Useless” constants we could make better use of?

 June 05, 2018, 01:10:40 pm View in topic context
 Posted by Vans  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

SelfAnimExist?

I mean, that's true, but! That would mean the character already has the gethit animation for that throw in their .AIR. Think of it this way, the character that is getting hit is defining which animation they should be using from their own files.

This would mean that all those special gethits would need to already be define in their files and not in the files of the attacker. If this was (for example) a double-sided character, that would mean that the double-sided character has animations for getting hit by all sorts of throws in the .AIR. That's not very optimized. :P
    

Re: “Useless” constants we could make better use of?

 June 05, 2018, 11:11:50 am View in topic context
 Posted by Vans  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

I think if the helper spawns and put's it's own ID as sysvar(3) and you crosscheck that it'd be improbable a dev accidentally set it.

You don't need to do this, the actual number used for the helper can be checked using IsHelper(XXX). The sysvar being used is from the root, also.

This could also be great for characters that have transformations. It could be a way to check for alt animations during custom states so the character doesn’t have to switch back.

That one might be a stretch though.

It's bit tough if the controller used is ChangeAnim2, since we would need the transformed character to already have the animations in their .AIR.
    

Re: Tin Tin and Shinigami-AD released Iori Yagami-AD

 June 04, 2018, 05:47:27 pm View in topic context
 Posted by Vans  in Tin Tin and Shinigami-AD released Iori Yagami-AD (Started by Yagoshi300 May 08, 2018, 02:51:51 pm
 Board: Found Releases 1.0+

    

Re: “Useless” constants we could make better use of?

 June 04, 2018, 07:26:36 am View in topic context
 Posted by Vans  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

So how are we going to know which playerID is what? Some characters spawn with helpers. A copy/paste job may not work with a random helper number because it could be used, right?

http://www.elecbyte.com/mugendocs/cns.html#triggers

Quote
playerID(ID)

n should be a well-formed expression that evaluates to a non- negative integer. The trigger is redirected to the player with unique ID equal to ID. See the "ID" and "PlayerExistID" triggers in the trigger documentation.

http://www.elecbyte.com/mugendocs/trigger.html#id

Quote
Any helper that is created during this time will also receive its own unique ID number. 

The number will be saved to a sysvar, which is always fixed.

Upon entering state 5900 it is enough to ask the helper to report its ID and store it in a sysvar, say, sysvar(3). Once it is saved we can retrieve the number using enemynear(n), sysvar(3).

We could also theoretically detect it by looping once through the whole list of players using a combination of PlayerIDExist and PlayerID(XX), var(YY) = ZZ. Where said variable and number are values properly chosen to identify this specific helper. I fear for this method since I have no idea if it would break if an opponent has too many helpers at once.
    

Re: “Useless” constants we could make better use of?

 June 03, 2018, 05:17:15 pm View in topic context
 Posted by Vans  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

Indeed!

As far as I know sysvar(3) is completely unused by 99% of all (if not every) MUGEN creation out there. Simply because it was undocumented Pre-1.0 and still rarely touched upon,
    

Re: “Useless” constants we could make better use of?

 June 03, 2018, 01:57:46 pm View in topic context
 Posted by Vans  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development