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Ryanide

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Messages by Ryanide

    

Re: Projectile dodge

 November 14, 2007, 05:28:43 am View in topic context
 Posted by Ryanide  in Projectile dodge (Started by Ryanide November 14, 2007, 04:12:33 am
 Board: M.U.G.E.N Development Help

OK, now HitOverride allows me to graze projectiles just fine, but the problem is, the opponent's hit sound still plays when the move connects as well as the hit spark, and since this is supposed to be an evasion technique, it looks kind of silly.

Is there any way I can disable the opponent's hitspark and sound when they hit with this move?

EDIT: I added a hitoverride AND a reversaldef that both do the exact same thing one after the other. The result is that non-projectile moves don't trigger the sounds or sparks, but projectiles do.

So it kind of looks like he just runs right through their projectiles and makes them explode while avoiding attacks normally. :(
    

Re: Projectile dodge

 November 14, 2007, 05:14:14 am View in topic context
 Posted by Ryanide  in Projectile dodge (Started by Ryanide November 14, 2007, 04:12:33 am
 Board: M.U.G.E.N Development Help

I'll try re-ordering them then.

I don't have any hitdefs going on at the same time, and the parry itself is actually 18 ticks long (since the first element of the animation is 2 ticks long and the 2nd element (the one that activates the parry) is 18 ticks.

This move works perfectly besides Cinnamon's projectiles. It can dodge anything but hypers, it runs right past Shuma Gorath's mystic stare and Ella's ravens. But for some reason those little cakes just smack me upside the head every time.
    

Re: Projectile dodge

 November 14, 2007, 04:39:46 am View in topic context
 Posted by Ryanide  in Projectile dodge (Started by Ryanide November 14, 2007, 04:12:33 am
 Board: M.U.G.E.N Development Help

[State 213, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 2
reversal.attr = SCA, SP,NA,SA,NP
sparkno = -1
pausetime = 0, 0
hitsound = s2, 6
p1stateno = 214
priority = 999

Actually, as you can see, I have been using the P attributes.

This attack works like a normal reversal, but instead of triggering an attack when the opponent's move connects, it teleports my character forward a certain distance, but for some reason, I STILL can't dodge Cinnamon's projectiles.

Here's Cinnamon's cake throw projectile:
[State 1000, 5]
type = Projectile
trigger1 = Time = 17
attr = A, SP
damage = 48,6
animtype = hard
projremovetime = 300
getpower = 21
givepower = 21
guardflag = MA
hitflag = MAF
pausetime = 0,12
sparkno = 2
guard.sparkno = 1
sparkxy = 10,0
hitsound = s220,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18
ground.velocity = -9
air.velocity = -3,-4
projanim = 1050
projhitanim = 1051
projremanim = 1051
projcancelanim = 1051
velocity = 2.2
air.fall = 1
offset = 50,-35
projid = 1050
projpriority = 1
juggle = 1
air.juggle = 1
    

Re: Mistress Andrea - An Original Character W.I.P.

 November 14, 2007, 04:21:03 am View in topic context
 Posted by Ryanide  in Mistress Andrea - An Original Character W.I.P. (Started by ami7mina October 23, 2007, 09:12:53 pm
 Board: Projects

No I haven't worked on the code yet, but I'd imagine it would be pretty simple. Just have the trigger for the statedef be something that identifies player 2 as Slime, and then brings the character into the anti-slime state.

For my character, once Slime gets within X distance of him, every one of his helpers will open fire with machine guns that have a full-screen unblockable hitbox that deals 9999 damage per shot.
    

Projectile dodge

 November 14, 2007, 04:12:33 am View in topic context
 Posted by Ryanide  in Projectile dodge (Started by Ryanide November 14, 2007, 04:12:33 am
 Board: M.U.G.E.N Development Help

I'm trying to make a parry that dodges anything but hyper attacks upon activation. I thought it was working fine until I realized that Cinnamon could still hit me with his cakes and beams. It's because they were coded as projectiles rather than helpers.

What flag would I use to make this move able to dodge these attacks?
    

Re: Shin Lvl. X God Dannit

 November 13, 2007, 09:34:12 am View in topic context
 Posted by Ryanide  in Shin Lvl. X God Dannit (Started by Internet Champion Jesus September 05, 2007, 11:28:08 pm
 Board: Projects

I'm quite partial to the ol' unecessary flashy partacle effects. What program are you using to make them?
    

Re: mugen on the DS

 November 13, 2007, 06:40:54 am View in topic context
 Posted by Ryanide  in mugen on the DS (Started by [(_sourlucas_)]> November 11, 2007, 12:44:04 am
 Board: M.U.G.E.N Discussion

Someone needs to make a Hotel Mario and CD-i Link character. XD
    

Re: Does Mugen really function as an actual game?

 November 13, 2007, 06:36:00 am View in topic context
 Posted by Ryanide  in Does Mugen really function as an actual game? (Started by Jazriel November 12, 2007, 11:32:40 pm
 Board: M.U.G.E.N Discussion

I'm also a competitive Smash player, and I know what you're talking about.

However, Smash Bros is not like other fighting games, and Mugen is based off OTHER fighting games (you know, the ones where a single punch can open up for a hyper.)

As for balance, it all depends on the characters YOU choose. Delete those broken monsters from your roster and download ones that are more balanced by game standards. (Cinnamon <3)
I'm very picky about my characters, but when there's one broken character I simply must have, I edit them a little. I have a GikoNeko in my roster with a slower fireball that can't be spammed, a down b that doesn't crawl, and his "(*A*)<[EEEEEEEEEEEEEEEEEEEEE]!!" attack doesn't do so much damage, and he's a great character to play as now!

Mugen CAN work competitively, but you have to choose your players right.
    

Re: My 4 Characters (Now with vids)

 November 13, 2007, 04:01:57 am View in topic context
 Posted by Ryanide  in My 4 Characters (UPDATED) (Started by Sean Altly November 09, 2007, 03:05:48 am
 Board: Projects

Chad in Black is already looking a lot less cheap and a lot more fun to play. Her ranged attacks have a clear weakness: If you run past them, she's open for attack. However there are going to be mindgames involved since you can make this move strike at different range. The opponent could run right into your trap.

The new spectre sweep combo looks nice. Just make sure that spectre sweep hits opponents at a different angle in the air, because otherwise you could chain this move again just after you've used the first combo to start another.
    

Re: Changing States with Helpers

 November 12, 2007, 04:10:39 am View in topic context
 Posted by Ryanide  in Changing States with Helpers (Started by Ryanide November 11, 2007, 01:48:42 pm
 Board: M.U.G.E.N Development Help

Oh I got it now.

I was using GikoNeko's triple missile attack for reference, which is why I must have gotten IsHelper confused.

Thanks for the assistance. The helicopter attack works exactly how I pictured it.
    

Re: Mistress Andrea - An Original Character W.I.P.

 November 12, 2007, 04:04:19 am View in topic context
 Posted by Ryanide  in Mistress Andrea - An Original Character W.I.P. (Started by ami7mina October 23, 2007, 09:12:53 pm
 Board: Projects

Oh sorry. XD

Slime and Kuromaru are two ultra-pervert characters in Mugen. Both of them have throws in which they literally rape your character with tentacles and other such things.

They can be programmed to send certain characters (usually sexy female characters like Mai and Morrigan) into special states to make their moves look even more nasty. I'm not going to link to anything, but you can find vids of these guys on Youtube.

If you don't want your character to be compatible with these characters, then you can add a special code that prevents them from using their moves, or at least punishes them for it.

For instance, I'm going to be adding code to my WIP character that causes him to run a 1-hit KO attack whenever Slime or Kuromaru comes within a certain distance of him.

It's just an idea, but don't worry about any of that stuff at the moment, it's not necessary for the development of the character.

OK, now firstly you need to convert all your sprites into PCX form. There's a tutorial on how to do this somewhere in the help forum, as well as a guide to photoshop batch processes. What program are you using to create the sprites?

Once you have the PCX files, open them in Fighter Factory or whatever you're using. From there on, you can start making your character.
    

Re: Changing States with Helpers

 November 12, 2007, 12:02:07 am View in topic context
 Posted by Ryanide  in Changing States with Helpers (Started by Ryanide November 11, 2007, 01:48:42 pm
 Board: M.U.G.E.N Development Help

Thank you, this totally fixed the problem. The whole time I was using the wrong code. I was trying to use IsHelper for everything.

And also thanks, his beta version should be ready soon.
    

Changing States with Helpers

 November 11, 2007, 01:48:42 pm View in topic context
 Posted by Ryanide  in Changing States with Helpers (Started by Ryanide November 11, 2007, 01:48:42 pm
 Board: M.U.G.E.N Development Help

Ok, so I'm currently stuck on what appears to be a rather simple problem. I'm making a special helper attack for my character where he summons a helicopter that slams into the opponent and then shoots them with missiles before flying away.

Since my character doesn't expect this attack, he goes into a surprised state and then ducks down when the missiles start firing. I'm trying to make it so that as soon as the helicopter changes states, my character also changes states as well.

When the helper destroys itself, he goes into one final state before returning to crouch.

State 6011: "OMG"

This plays right after the helicopter comes in. I have no trouble getting into this state.

State 6012: natural fear reaction

Here's where I'm starting to fail. After the helicopter's first dive, where it strikes with its blades, it rears back and starts firing missiles. As soon is it hits this statedef, I want Maxime to go into state 6012.

State 6013: "is it over yet?"

After the helper destroys itself, this is the final state I want before I revert him to the crouching position.

The first attack of the helicopter is state 6020 and the missile firing state is 6021.

I'm sure this is a simple answer problem, so please help me out on this. ^_^
    

Re: My 4 Characters (Now with vids)

 November 11, 2007, 01:08:35 am View in topic context
 Posted by Ryanide  in My 4 Characters (UPDATED) (Started by Sean Altly November 09, 2007, 03:05:48 am
 Board: Projects

Oh I didn't notice that it took off a portion of his health. If that's the case, then it's probably balanced enough, also considering that Chad has low defense.

Heh, it seems we were right about the uppercuts. Every one of your characters has some kind of Ryu style jumping uppercut except Chad (and she probably has a ghost that does it)

I also like the martial-artsy moves that Snow does. I can see you put effort into animating those, and they're fine as they are, but for ones like his aerial flip, you could maybe add more frames to make the animation more smooth. I like his throws though.
    

Re: Mistress Andrea - An Original Character W.I.P.

 November 11, 2007, 12:39:49 am View in topic context
 Posted by Ryanide  in Mistress Andrea - An Original Character W.I.P. (Started by ami7mina October 23, 2007, 09:12:53 pm
 Board: Projects

From an animator's point of view, you need to make her move a bit more "fluid". She's a bit stiff, and her forward walk doesn't have enough frames (use a reference to help out) other than this, her sprites are great!

Is she mostly going to be doing martial arts and magic? Perhaps go with the mistress theme and give her some whips/chains/paddles for weapons.

Oh, and eventually you're probably going to want to add some anti-Slime/Kuromaru code into her def too. :p
    

Re: WIP Yoshi with SMW2 sprites

 November 10, 2007, 11:48:04 pm View in topic context
 Posted by Ryanide  in WIP Yoshi with SMW2 sprites (Started by DemonicDrPhil August 27, 2007, 04:58:01 am
 Board: Projects

Yes, it is. In the story my character comes from, the sentient helicopter has taken a liking to him and is very protective. When the player inputs double quarter circle back + weak punch and special, the PLAYER causes the helicopter to decide to attack, not the character himself.

In some ways, you can say that the player is not only controlling the character, but the character's entire world. :3 It's all about how you look at it, really.

Oh oh, what about giving Yoshi a kind of hyper attack that's the same as his final smash in Smash Bros Brawl? You can rip the wings off a Goonie bird or something.
    

Re: On Explods and attacks.

 November 10, 2007, 07:19:51 am View in topic context
 Posted by Ryanide  in On Explods and attacks. (Started by Bloodly November 10, 2007, 06:59:08 am
 Board: M.U.G.E.N Development Help

I usually just used detatched hitboxes for my psudo-projectiles, and then add the explod in afterwards.
    

Re: WIP Yoshi with SMW2 sprites

 November 10, 2007, 06:47:39 am View in topic context
 Posted by Ryanide  in WIP Yoshi with SMW2 sprites (Started by DemonicDrPhil August 27, 2007, 04:58:01 am
 Board: Projects

About the fuzzy issue: When a Jill-styled character "controls" an enemy from their world, you should think of it as an accident. That enemy just happened to appear and attack at that critical moment, the character didn't really summon it. XD.

I'm going to be using plenty of this style of helper in my character: one of his supers involves a driverless helicopter attacking the enemy with missiles, and everytime this happens, he goes into a "WTF?" animation.

Since fuzzies are fairly inanimate organisms, it's not so far-fetched that one could just drift onto the stage as one of Yoshi's attacks. You could have it generate on either the right or left of the stage (random) and float slowly to the other side. You can make it so that it can hit Yoshi as well, making it a gamble move (you never know if your opponent will be pressured or you.)
    

Re: My 4 Characters (Now with vids)

 November 10, 2007, 06:23:21 am View in topic context
 Posted by Ryanide  in My 4 Characters (UPDATED) (Started by Sean Altly November 09, 2007, 03:05:48 am
 Board: Projects

*watches the vids*

Ahaha, dude, these are AWESOME. You might not be an animator, but the animations are solid enough and they get the job done. They characters themselves look very complete and fun, and the voice acting's not bad at all.

My favorite so far would have to be Sabotage. I can tell you got some inspiration from Zangief with all the suplex attacks, but his "Onslaught" attack is WAY too powerful, even for a level 3 super. Considering how much damage he does with his basic attacks, it's pretty much a 1-hit KO. If it's blockable I suppose it's not so bad since it looks like you can jump over it.

As for Chad here's how you fix her cheapness: Make her attacks slower.

All of those ghosts, especially the diving ghost and the "die" one just happen too quickly. You should give them a bit more startup time before they come out of the ground. Considering that they're projectiles, this won't nerf her too much, because she still has the most range out of all your characters.

You might like to consider an alternative option: for example have her special bar constantly refill slowly, and make each attack that she does drain away from the special bar. This will stop her from spamming the same ghosts again and again. She'll need to play very defensively if she's going to be able to use her special attacks. You could give her some weak kicks and punches to help her out here. After all, she does already seem to have moves that give her special.

She's not a bad character, she's just got too much speed for that amount of range. There's plenty of things that you could do to tone her down.

It'd help if you made Chad hold her "summon" pose for a bit longer after each long-range ghost, so it's more like she's doing an actual attack rather than firing a projectile. This will give foes an opportunity to close in on her.

You should also consider giving that diving ghost a high hit, so that people can duck under it. And yes, try to convert them to helpers if possible. It will give you greater control over them.

Other than that, great job! I can't wait till they're ready to rock. You can bet these guys will be all over the Youtube Mugen community as soon as they're released for the public.

I'm going to pit Chad against someone from IaMP and see how she fares. XD

    

Re: My 4 Characters (99% Complete on Each)

 November 10, 2007, 01:01:58 am View in topic context
 Posted by Ryanide  in My 4 Characters (UPDATED) (Started by Sean Altly November 09, 2007, 03:05:48 am
 Board: Projects

Ah, helper spammage. xD

Well the important thing is: Do these ghosts just start as soon as you use the attack? It might be a good idea to give each one a clear startup time, like Alice's dolls in IaMP. Allow Chad to set up multiple ghosts, but give them enough startup time for the other player to read and dodge them. This will force the Chad player to use strategy. Do think about giving her some weak punch and kick moves for spacing and trapping reasons too.

The sprites are lovely by the way. You drew them in Paint? I'll be looking forward to seeing how they animate. I'm animating my character in Flash.