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Ryanide

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Messages by Ryanide

    

"Footstool jump" help?

 August 20, 2008, 11:29:58 am View in topic context
 Posted by Ryanide  in "Footstool jump" help? (Started by Ryanide August 20, 2008, 11:29:58 am
 Board: M.U.G.E.N Development Help

My character Maxime is going to have a function that's very similar to a footstool jump in Smash Bros Brawl where you bounce off the opponent if they're touching your feet when you do an air jump, except rather than simply bounce off them, Maxime's spring jump doesn't effect the properties of his jump at all, but merely stuns the opponent shortly. It also will break the opponent's guard (it's an unblockable) and if it hits in the air, it will make them fall straight down onto their backs. It does no damage.

I tried dropping a hitbox into his jump animations, thinking that it would be the simplest solution, but I couldn't get it to hit the opponent.

What I want is for a helper (hitbox) to be created under Maxime whenever he does an air jump in any direction (states 41, 42, 43 I think).

When I added a command for "up" and treated it as an attack in the CMD file, it ended up screwing up my jump commands.

It should be fairly simple but being the goon that I am, I'm having problems with it.

Can anyone help?
    

Re: Super Armour niggles

 August 04, 2008, 05:49:31 am View in topic context
 Posted by Ryanide  in Super Armour niggles (Started by Ryanide August 02, 2008, 06:35:38 am
 Board: M.U.G.E.N Development Help

This is the effect I want:

Maxime has about 12 frames in his tiger claw that, when hit by an opponent's attack, activate a 20-frame super pause and then continues his animation as normal, but keeps the damage that he took from the attack.

So regardless of what kind of attack is hitting him, whenever Maxime takes an attack, there should be a 20 frame pause.

So far I've got it to work as proper super armour, just without the 20-second pause. I can' seem to find a way to trigger it on the activation of the hitoverride.
    

Re: Super Armour niggles

 August 02, 2008, 02:28:07 pm View in topic context
 Posted by Ryanide  in Super Armour niggles (Started by Ryanide August 02, 2008, 06:35:38 am
 Board: M.U.G.E.N Development Help

I did try that, but it didn't make any difference. ^^

I think I'll just use an invisible reversaldef helper behind him or something. I'll see what kind of effect that gets me.
    

Re: Super Armour niggles

 August 02, 2008, 02:18:44 pm View in topic context
 Posted by Ryanide  in Super Armour niggles (Started by Ryanide August 02, 2008, 06:35:38 am
 Board: M.U.G.E.N Development Help

Thanks, I managed to fix the problem. See the previous post for the result.
    

Re: Super Armour niggles

 August 02, 2008, 02:10:23 pm View in topic context
 Posted by Ryanide  in Super Armour niggles (Started by Ryanide August 02, 2008, 06:35:38 am
 Board: M.U.G.E.N Development Help

Problem solved:

Code:
[StateDef 203]
type = S
movetype = H
physics = S

[State 203, ChangeAnim]
type = changeanim
trigger1 = time = 0 && anim != 203
value = 203

[State 203, Super Armour]
type = hitoverride
trigger1 = time = 6
attr = s, NA
stateno = 203
time = 12

Now all I need to do is figure out how to make the hitlag appear and it will be perfect.

thanks everyone!
    

Re: Super Armour niggles

 August 02, 2008, 02:03:53 pm View in topic context
 Posted by Ryanide  in Super Armour niggles (Started by Ryanide August 02, 2008, 06:35:38 am
 Board: M.U.G.E.N Development Help

That's an idea. But how do I store said damage in a variable and give it to maxime once the helper gets hit?
    

Re: Super Armour niggles

 August 02, 2008, 01:49:05 pm View in topic context
 Posted by Ryanide  in Super Armour niggles (Started by Ryanide August 02, 2008, 06:35:38 am
 Board: M.U.G.E.N Development Help

Thanks. This is much more efficiant than the way I was doing it.

But I STILL can't get Maxime to take any damage if he gets hit during the super armour frames...

Now that I'm using hitoverride, how do I set a superpause to go off when the opponent hits Maxime during the super armour frames? I want a dramatic 20-frame pose to make the super armour hit quite obvious.

What trigger do I use to get this to happen? Or perhaps a reversaldef?
    

Super Armour niggles

 August 02, 2008, 06:35:38 am View in topic context
 Posted by Ryanide  in Super Armour niggles (Started by Ryanide August 02, 2008, 06:35:38 am
 Board: M.U.G.E.N Development Help

I've decided to add a bit of super armour to Maxime's Tiger Claw attack. So far I've been using invisible helpers with empty high-stun reversals to achieve this.

I have a problem though:

This method for super armour negates all damage done to Maxime. I want him to take the damage that the opponent's attack deals or even just take a set damage of -100 from anything. I've tried mucking about with Lifeadd and still couldn't get him to lose any health after eating a hit.

I attempted to use hit override at first, but I couldn't get it to simply allow Maxime to continue his animation. If I set the animation to -1, the hit override just wouldn't take effect. If I set it to any other value, it would just look strange.

Any ideas how I could fix this?
    

Re: Custom hitstun problem

 July 31, 2008, 10:22:19 am View in topic context
 Posted by Ryanide  in Custom hitstun problem (Started by Ryanide July 31, 2008, 03:52:14 am
 Board: M.U.G.E.N Development Help

Once again, thanks for your help cyanide, but I worked it out on my own.

The attack behaves fine now. I figured out how to create a spinning state using a combination of Angledraw and gravity.
    

Re: Custom hitstun problem

 July 31, 2008, 09:27:24 am View in topic context
 Posted by Ryanide  in Custom hitstun problem (Started by Ryanide July 31, 2008, 03:52:14 am
 Board: M.U.G.E.N Development Help

I'm still having a hard time getting this attack to behave the way I want it.

And I still don't know how to make that "spin" lol. I think I'll just download a character who has this in their moveset and see how it's done.
    

Re: Custom hitstun problem

 July 31, 2008, 08:50:13 am View in topic context
 Posted by Ryanide  in Custom hitstun problem (Started by Ryanide July 31, 2008, 03:52:14 am
 Board: M.U.G.E.N Development Help

Thanks. I only want the spin. It's not a wall bounce. When this attack hits an airborn opponent, I want them to go into a spin.

Is there also a way to set the opponent to default physics after they come out of custom state 224?
    

Re: Custom hitstun problem

 July 31, 2008, 08:26:46 am View in topic context
 Posted by Ryanide  in Custom hitstun problem (Started by Ryanide July 31, 2008, 03:52:14 am
 Board: M.U.G.E.N Development Help

    

Re: Custom hitstun problem

 July 31, 2008, 08:10:34 am View in topic context
 Posted by Ryanide  in Custom hitstun problem (Started by Ryanide July 31, 2008, 03:52:14 am
 Board: M.U.G.E.N Development Help

No custom state and pausetime = 1,25

won't work?

Otherwise in the changestate.

value = ifelse(pos Y!= 0, 50,0)

This works nicely, but it makes it look quite weird when it hits an airborn opponent. They take 4 hits from this move, do a "standing" stun animation in the air and then drop like a rock.

The reason I didn't want to use a 1, 24 stun time is because Mugen's default hitpause doesn't give the sort of effect I was looking for. The opponent doesn't "shake" back and forth.

What I really want is for this move to do the dramatic pause when it hits opponents who are grounded, but to just knock them away normally when they're in the air.

Is there any way for me to get the opponent into state 244 ONLY when they're on the ground?

Edit: actually, I would really like for this move to send an airborn opponent SPINNING. Like a wall bounce from Eternal Fighter Zero. What kind of velset do I need to use in order to make the opponent spin like a pinwheel?
    

Custom hitstun problem

 July 31, 2008, 03:52:14 am View in topic context
 Posted by Ryanide  in Custom hitstun problem (Started by Ryanide July 31, 2008, 03:52:14 am
 Board: M.U.G.E.N Development Help

This is something that should be simple for me to fix, but I just can't seem to get it to work the way I want it to.

My character has a new move that hits 4 times and then puts the opponent into a custom "shake" animation on hit 4. They then change to a normal hit state and slide back a bit before resuming their neutral state.

The problem is, I can't seem to get it to ignore airborn opponents. If this move hits and opponent who's in the air, it will cause them to walk on the air until they jump or get knocked down.

[mcode];fourth hit
[State 223, 5]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 8, 2
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 1
sparkno = 0
sparkxy = -10, -76
hitsound = s4, 8
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 1
ground.velocity = -5, 0
airguard.velocity = -1.9,-.8
air.type = High
air.hittime = 10
getpower = 20,10
p2statetype = 224

[State 223, statetypeset]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 223, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Player 2 hitshake

[Statedef 224]
type = A
movetype= H
physics = S
velset = 0,0
ctrl = 0
anim = 224

[State 224, 2]
type = ChangeAnim
trigger1 = Time = 15
value = 5010
ctrl = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = Time = 15
x = -3
y = 0
ignorehitpause = 1
persistent = 1


[State 224, end]
type = Selfstate
trigger1 = Time = 25
value = 0
ctrl = 1[/mcode]

I've tried playing the anim within the state under a trigger, but if I do it that way, the character just pauses, they don't actually shake.

224 is the custom hit state. It's just a 2 frame loop of the character's mid hit shaking back and forth.

Mod edit: mcode tags, code seems to break for IE.
    

Re: Narayan Maxime W.I.P. (Original Character)

 July 31, 2008, 01:18:22 am View in topic context
 Posted by Ryanide  in Narayan Maxime W.I.P. (Original Character) (Started by Ryanide November 14, 2007, 09:29:59 am
 Board: Projects



Well if you remove the scarf and headgear...Chance and green Maxime look sort of similar. lol.

    

Re: Enn

 July 30, 2008, 03:33:03 pm View in topic context
 Posted by Ryanide  in Enn (Started by Ryon July 16, 2008, 05:05:27 am
 Board: Projects

FALCON PAWNCH!

YES!

Are the sprites ripped or did you do them yourself?
    

Re: Narayan Maxime W.I.P. (Original Character)

 July 30, 2008, 03:17:06 pm View in topic context
 Posted by Ryanide  in Narayan Maxime W.I.P. (Original Character) (Started by Ryanide November 14, 2007, 09:29:59 am
 Board: Projects

Lol that green pallet makes him look like my green squirrel character; Chance from Rave Battle. Was that intentional?

    

Re: Akihiro [Original Character]

 July 30, 2008, 02:55:32 pm View in topic context
 Posted by Ryanide  in Akihiro [Original Character] (Started by Yi June 01, 2008, 06:59:05 am
 Board: Projects

I love the spritework so far. She's a simple yet appealing character, just perfect for a first MUGEN creation.

A strong punch is good for that attack. It's too slow to be a jab (most jabs are 3-4 frames of startup) but it's too fast to be a very heavy attack, but this is offset by its poor range.

Will she use magic? Perhaps she could use her kitsune side to transform into objects?
    

Re: Narayan Maxime W.I.P. (Original Character)

 July 29, 2008, 01:03:26 pm View in topic context
 Posted by Ryanide  in Narayan Maxime W.I.P. (Original Character) (Started by Ryanide November 14, 2007, 09:29:59 am
 Board: Projects

Nice to see you back. :sugoi:

Concerning your special :

Create a helper (yeah, I know, it's confusing, but that's the term in Mugen coding :P) that will act independently of Maxime.
Creating a helper is basically like creating another character, but with Maxime as a "parent".
Then, to command this helper to attack, use the CMD as usual, but add in the triggers something to check if the helper exists (numhelper).

Thanks. I know what helpers are and how to code basic ones (his helicopter special is a series of helpers) but I'm not sure how to make a helper who'll respond to commands while the parent character is being controlled.

Are there any existing characters who have similar helpers who I could use for example?

For now I'm working on a few more basic attacks to fill out his moveset. A spinning handstand kick ( 66 b) that is similar to his 66a, but safer and doesn't launch. Another combo starter. XD
    

Re: Narayan Maxime W.I.P. (Original Character)

 July 28, 2008, 03:33:17 am View in topic context
 Posted by Ryanide  in Narayan Maxime W.I.P. (Original Character) (Started by Ryanide November 14, 2007, 09:29:59 am
 Board: Projects

So before I start work on the next special, I should probably describe it since I have no idea how to do this (and have forgotten a lot of the Mugen code already)

Basically, when Maxime inputs QCF A+C, A helper will run from whatever side of the stage he's standing on and run across the stage until they either.

a) get attacked, causing them to roll off the stage.

b) run into the opponent, which is a low hit and will cause the opponent to fall over, vulnerable to floor attacks. The helper will trip and then run off stage in whatever direction it started in.

c) the player inputs QCF A+C again, which causes the helper to attack. This is a mid attack and launches.

After the helper disappears, you can't summon that helper again for a few seconds.

The thing is, I want Maxime to be able to move and attack while being able to command the helper to attack. How would I go about coding this?