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Demented Fortune Cookie

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Messages by Demented Fortune Cookie

    

Re: Characters own moves don't work when thrown/grabbed, why?

 June 15, 2011, 07:14:51 am View in topic context

I guess a helper with a keyctrl parameter in conjunction with a selfstate block in statedef -2 should do the trick.

What I find strange, however, is that your character should be out of KFM's custom state as soon as he hits the ground, so command triggers should work fine. By "ground recovery roll", I assume you mean this ?

Code:
Escape Roll          b, db, d + P after being     LP=stationary, MP=short, 
                     knocked down                 HP=long; can roll past
                                                  opponent

If so, you might want to look into the fact that KFM's throw turns your character around, so his commands are reversed.
    

Re: Don Drago's Gouki error

 June 14, 2011, 01:02:21 am View in topic context
 Posted by Demented Fortune Cookie  in Don Drago's Gouki error (Started by ZeroInNothingness June 13, 2011, 10:31:34 pm
 Board: M.U.G.E.N Configuration Help

Probably just a typo. Weird that I never got that message. Open 4-button.cmd in Notepad, search for
Code:
EnemyNear, HitDefAttr, SC, NA, SA, NT, ST, HT

(should be at line 2284) and replace it with
Code:
EnemyNear, HitDefAttr = SC, NA, SA, NT, ST, HT

I guess it should work fine after that.
    

Re: What really drives you up the wall when it comes to MUGEN?

 June 09, 2011, 05:09:40 pm View in topic context
 Posted by Demented Fortune Cookie  in What really drives you up the wall when it comes to MUGEN? (Started by Big Dick May 22, 2011, 06:38:52 pm
 Board: M.U.G.E.N Discussion

-Sound effects ripped from (YouTube) videos (sometimes complete with background music and what not)
-Supers that give some power back
-Simul mode

And that's about it.

In any case, as said, prevstateno is unreliable. It doesn't always give the good result, for God knows what reason.

...

Don't ask me why it works and not the other one, I have no idea. It's just a bad behaviour with prevstateno, and it's stated in the docs. Try it in your code: if it works as wanted 100% time, good. If it doesn't, you'll have to find another way...
IIRC, that kind of stuff happens when using HitOverride or ReversalDef ; especially ReversalDef, which totally skips the "modify prevstateno value" part from a ChangeState instruction.
    

Re: Hitman Absolution

 June 09, 2011, 03:58:10 pm View in topic context
 Posted by Demented Fortune Cookie  in Hitman Absolution (Started by Santtu June 08, 2011, 12:32:46 pm
 Board: Gaming

Quote
The second; a system for showing when and how the guards move called ‘instinct’ – when turned on, you can see a glowing orange path that shows where they’re going. It’s about helping players visualize the space and allowing them to plan ahead.
Looks like he's also getting some kind of X-Ray vision now. And I thought the map showing the location of every NPC was ridiculously cheap...

Hitman is dead.
They should just patch Blood Money so 47 stays dead during the fake credits roll. Seriously now, I hope all that stuff is optional and you can still get the Silent Assassin rank without having to resort to any of it.
    

Re: Ken - Updated 5/31/11

 June 02, 2011, 10:22:30 pm View in topic context
 Posted by Demented Fortune Cookie  in Ken - Updated 5/31/11 (Started by Jmorphman May 29, 2011, 01:44:37 am
 Board: Your Releases, 1.0+

Finally took some time to screw around with try him.
One minor thing I've noticed is that Violent/Master Ken loses a bit of health whenever he parries a projectile. Probably something to do with whatever defense modifier code you've used, but my gut tells me it's actually a problem with my lifebars.
Also, it looks like some files in the Winmugen patch haven't been updated (unless my Firefox cache is playing tricks on me) ; EX Hadouken just spawns a miniature Ken in Win and works fine in 1.0
Overall, nice Ken, etc, but I think you already know that.