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Messages by yamme

    

Re: Kairi UPDATED

 February 22, 2015, 12:20:42 am View in topic context
 Posted by yamme  in Kairi UPDATED (Started by Mr.Karate JKA January 16, 2015, 02:07:11 am
 Board: Your Releases, 1.0+

This is one of my favorite MUGEN chars! But...

Spoiler, click to toggle visibilty
    

Re: Lilith v1.4 (by ヤモリX)

 February 12, 2015, 09:05:11 am View in topic context
 Posted by yamme  in Lilith v4.3 by ヤモリX (Started by yamme January 31, 2015, 11:53:35 pm
 Board: Your Releases, 1.0+

Why is there a copy of her small port at the end of the sff with Group and sprite numbers 0,0?

Her small port is there at the beginning as it should be. Accident?

Yes, it was accidental. I wonder how that got there...
    

Re: [1.0/1.1] Darkstalkers vs. Street Fighter by Gabito23 (Updated/Edited by me)

 February 12, 2015, 05:24:22 am View in topic context

Awesome! Definitely trying this one.

EDIT: Sweet holy mother of Jesus, that Ryu's AI!
    

Re: Lilith v1.3 (by ヤモリX)

 February 09, 2015, 11:11:38 pm View in topic context
 Posted by yamme  in Lilith v4.3 by ヤモリX (Started by yamme January 31, 2015, 11:53:35 pm
 Board: Your Releases, 1.0+

Fixed up Childish Drop, hopefully it looks better now.
    

Re: Lilith v1.3 (by ヤモリX)

 February 06, 2015, 08:56:40 am View in topic context
 Posted by yamme  in Lilith v4.3 by ヤモリX (Started by yamme January 31, 2015, 11:53:35 pm
 Board: Your Releases, 1.0+

Thank you for your feedback! I appreciate it very much.
    

Re: 1.0 Mugen Ax2 Screenpack(640,480)

 February 05, 2015, 08:36:34 am View in topic context
 Posted by yamme  in 1.0 Mugen Ax2 Screenpack(640,480) (Started by Maligno555 February 04, 2015, 08:17:05 pm
 Board: Your Releases, 1.0+

clean as heck, dude.
    

Re: Lilith v1.0 (by ヤモリX)

 February 01, 2015, 04:26:28 am View in topic context
 Posted by yamme  in Lilith v4.3 by ヤモリX (Started by yamme January 31, 2015, 11:53:35 pm
 Board: Your Releases, 1.0+

First, welcome to MFG! :)

Second, that's a nice release man! Glad to see another good Lilith in MUGEN.
I hope that you continue working well on her. Congrats! :D

Thank you very much for your support! I will try to fix her up to perfection as much as I can.
    

Re: Lilith v1.0 (by ヤモリX)

 February 01, 2015, 12:43:55 am View in topic context
 Posted by yamme  in Lilith v4.3 by ヤモリX (Started by yamme January 31, 2015, 11:53:35 pm
 Board: Your Releases, 1.0+

-Lilith turns after Mystic Arrow.

These blocks can be rewritten..

Code:
[State 180, 12]
type = ChangeState
trigger1 = Time = 0
value = 181+(random%6)

I saw this in some of the air attack hitdefs.
Code:
 0,-6-Var(2)*3
What is var(2) for?


Thanks for the advice! And as for the the variable, I have no idea what that's there for. I'll go to cleaning that up.
    

Lilith v4.3 by ヤモリX

 January 31, 2015, 11:53:35 pm View in topic context
 Posted by yamme  in Lilith v4.3 by ヤモリX (Started by yamme January 31, 2015, 11:53:35 pm
 Board: Your Releases, 1.0+

Lilith v4.3 by ヤモリX

My first release, now gone very far, it's Lilith of Darkstalkers. She has the same play-style as all my other chars (L-M-H combos, EX moves, etc.) and comes with her own AI. Please leave feedback below. I would appreciate it.

Screenshots
Spoiler, click to toggle visibilty

Download link: Click Here

What's New?
Spoiler, click to toggle visibilty
    

Re: AI Not Linking Attacks

 January 31, 2015, 11:37:11 am View in topic context
 Posted by yamme  in AI Not Linking Attacks (Started by yamme January 31, 2015, 11:14:47 am
 Board: M.U.G.E.N Development Help

You have "Ctrl" as a triggerall. That means that no matter what, the moves can only be performed when your character has control, that is, in an idle state like standing, walking or jumping. When you're in the middle of an attack, you don't have control (you typically can't jump or walk out of the middle of a punch for example). Thus, even when you give the "StateNo = ## && MoveHit" triggers, they won't work because it's in the middle of an attack state.

Thank you for that! It was a big help.
    

AI Not Linking Attacks

 January 31, 2015, 11:14:47 am View in topic context
 Posted by yamme  in AI Not Linking Attacks (Started by yamme January 31, 2015, 11:14:47 am
 Board: M.U.G.E.N Development Help

I've recently completed a character that I've been working on, so I decided to try to give her some AI. However, I've run into a bit of a problem. The AI will not link any of her attacks into a combo. I will post a portion of the code I used below:

Code:
;AI Stand Weak Punch
[State -1, AI Stand Weak Punch]
type = ChangeState
value = 200
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = (stateno != [1300,1325])
triggerall = p2statetype != L
triggerall = (random < (AILevel* 100))
triggerall = ctrl
trigger1 = p2bodydist x < 45
trigger2 = stateno = 230 && movehit

;AI Stand Medium Punch
[State -1, AI Stand Medium Punch]
type = ChangeState
value = 205
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = (stateno != [1300,1325])
triggerall = p2statetype != L
triggerall = (random < (AILevel* 100))
triggerall = ctrl
trigger1 = stateno = 200 && movehit
trigger2 = stateno = 230 && movehit
trigger3 = stateno = 235 && movehit
trigger4 = p2bodydist x < 55 && p2bodydist x >= 25

;AI Stand Medium Punch (close)
[State -1, AI Stand Medium Punch (close)]
type = ChangeState
value = 215
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = (stateno != [1300,1325])
triggerall = p2statetype != L
triggerall = (random < (AILevel* 100))
triggerall = ctrl
trigger1 = stateno = 200 && movehit
trigger2 = stateno = 230 && movehit
trigger3 = stateno = 235 && movehit
trigger4 = p2bodydist x < 25

;AI Stand Strong Punch
[State -1, AI Stand Strong Punch]
type = ChangeState
value = 210
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = (stateno != [1300,1325])
triggerall = p2statetype != L
triggerall = (random < (AILevel* 100))
triggerall = ctrl
trigger1 = stateno = 205 && movehit
trigger2 = stateno = 215 && movehit
trigger3 = stateno = 235 && movehit
trigger4 = p2bodydist x < 65 && p2bodydist x >= 25

;AI Stand Strong Punch (close)
[State -1, AI Stand Strong Punch (close)]
type = ChangeState
value = 220
triggerall = var(59) = 1
triggerall = statetype = S
triggerall = (stateno != [1300,1325])
triggerall = p2statetype != L
triggerall = (random < (AILevel* 100))
triggerall = ctrl
trigger1 = stateno = 205 && movehit
trigger2 = stateno = 215 && movehit
trigger3 = stateno = 235 && movehit
trigger4 = p2bodydist x < 25

If anyone could lend some help, please do so.
    

Re: Intro State Not Read

 January 30, 2015, 12:39:58 am View in topic context
 Posted by yamme  in Intro State Not Read (Started by yamme January 27, 2015, 10:34:57 am
 Board: M.U.G.E.N Development Help

Problem solved, turns out that the state 5900 code was missing altogether.
    

Re: Intro State Not Read

 January 28, 2015, 10:34:17 pm View in topic context
 Posted by yamme  in Intro State Not Read (Started by yamme January 27, 2015, 10:34:57 am
 Board: M.U.G.E.N Development Help

If none of this works, please post your animation's code so we can see.

Alright, hopefully this is the right code. Here you go:

Code:
; Intro
[Begin Action 190]
190,-1, 0,0, 30,
190,0, 0,0, 3,
190,1, 0,0, 3,
190,2, 0,0, 3,
190,3, 0,0, 3,
190,4, 0,0, 3,
190,5, 0,0, 8,
190,6, 0,0, 3,
190,7, 0,0, 3,
190,8, 0,0, 3,
190,9, 0,0, 3,
190,10, 0,0, 3,
190,11, 0,0, 8,
190,12, 0,0, 3,
190,13, 0,0, 3,
190,14, 0,0, 3,
190,15, 0,0, 3,
190,16, 0,0, 3,
190,17, 0,0, 3,
190,18, 0,0, 18,
190,18, 0,0, 27,
10,0, 0,0, 3,
10,1, 0,0, 3,
10,0, 0,0, 4,
    

Re: Complex Commands Not Registered

 January 28, 2015, 01:24:42 am View in topic context
 Posted by yamme  in Complex Commands Not Registered (Started by yamme January 28, 2015, 12:59:44 am
 Board: M.U.G.E.N Development Help

Hmm, did you put this changestate below or above the changestates for the normals?

If you put it below, you should move this above simpler moves.

Wow, I did not think the placement had anything to do with this. Thank you very much, it worked.
    

Complex Commands Not Registered

 January 28, 2015, 12:59:44 am View in topic context
 Posted by yamme  in Complex Commands Not Registered (Started by yamme January 28, 2015, 12:59:44 am
 Board: M.U.G.E.N Development Help

Once again, while coding the attacks for my char, I've run into a problem. What I noticed while I was testing these attacks is that any command that isn't a single button command will not work unless it is done in a combo.

Here is the code for one of these attacks:

Code:
[State -1, Soul Flash]
type = ChangeState
value = 1000
triggerall = (command = "QCF_x") || (command = "QCF_y") || (command = "QCF_z")
triggerall = var(59) = 0
triggerall = statetype != A
trigger1 = ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 220 && movecontact

Any ideas?
    

Re: Intro State Not Read

 January 28, 2015, 12:58:37 am View in topic context
 Posted by yamme  in Intro State Not Read (Started by yamme January 27, 2015, 10:34:57 am
 Board: M.U.G.E.N Development Help

and make sure you didn't mistakenly give it a time of 1 tic, because your changestate triggers with animtime = 0.

Did you mean -1 tick? Because if so, then there should be no problems there either.

    

Re: Intro State Not Read

 January 27, 2015, 10:38:32 pm View in topic context
 Posted by yamme  in Intro State Not Read (Started by yamme January 27, 2015, 10:34:57 am
 Board: M.U.G.E.N Development Help

Make sure your character doesnt have a common.cns, or sometype of second *.cns file.
I've made the simple mistake of putting duplicate states into my character, editing one, and not realizing the other cns was overriding it.
Remember to check state 5900 so nothing's overriding it there either.

I've double checked, and there seems to be no problem in those terms.
    

Intro State Not Read

 January 27, 2015, 10:34:57 am View in topic context
 Posted by yamme  in Intro State Not Read (Started by yamme January 27, 2015, 10:34:57 am
 Board: M.U.G.E.N Development Help

I've been working on a character from scratch, and I've seem to run into a rather annoying problem. I've tried looking for solutions, but everybody that had my problem seemed to have simpler issues that I could have solved myself. My character goes straight to her Stand state at the beginning of the match. Here is the code I used:

Code:
;Intro
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 190, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

I ask for your help, as there must be something I'm missing here.