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BwdYeti

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Messages by BwdYeti

    

Re: Fighter Factory 3.0 Final Release Preview v2

 September 08, 2013, 04:23:31 pm View in topic context
 Posted by BwdYeti  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

I don't know if it was a bad install or a new bug, but now if I try to test a character in Mugen through FF3, I get an error saying I can only have one instance of Mugen at a time. Thing is, I didn't have Mugen open, and it wasn't running in the background according to my Task Manager processes list.
This bug happens to me as well, I haven't found a way around it
    

Bleach DS 2nd Characters updated for Mugen 1.0

 September 08, 2013, 10:14:50 am View in topic context
 Posted by BwdYeti  in Bleach DS 2nd Characters updated for Mugen 1.0 (Started by BwdYeti September 08, 2013, 10:14:50 am
 Board: Your Releases, Mugen 1.0 +




So I accidently came out of retirement whoops
Been addicted to saltybet recently, and it inspired me to revisit my old characters and improve their AI, as well as updating them to Mugen 1.0 and making a ton of little improvements and tweaks
These guys are nearly perfect replications of the Bleach DS 2nd gameplay (sans a couple moves for the incomplete ones), and their AI is pretty ruthless

Links for Byakuya, Ikkaku, Ukitake, and Kon, or go to my terrible looking mugen page at http://www.bwdyeti.com/mugen/
    

Re: Making a falling opponent... stop falling

 January 12, 2008, 04:13:09 am View in topic context
 Posted by BwdYeti  in Making a falling opponent... stop falling (Started by BwdYeti January 11, 2008, 02:40:57 pm
 Board: M.U.G.E.N Development Help

Ah, thank you thank you, that's exactly what I needed. I guess I should have looked in the sctrl doc instead of just testing HitFall's behavior and trying to get the player to set the opponent's fall, not the opponent fix it himself. :S
    

Making a falling opponent... stop falling

 January 11, 2008, 02:40:57 pm View in topic context
 Posted by BwdYeti  in Making a falling opponent... stop falling (Started by BwdYeti January 11, 2008, 02:40:57 pm
 Board: M.U.G.E.N Development Help

Is there any way to get a falling opponent to stop... falling? Basically, I want to get around how after a fall hit HitFall/GetHitVar(fall) will always evaluate to 1 regardless of further hits until the opponent stops being in a hit state; I want to be able to reset HitFall to 0.

(I'm thinking this is another impossible request, but it's worth asking)

EDIT: (I found a different way to do what I wanted, but I'd still like to know, so could someone move this to Development Discussion?)

To clarify why I ask, I was testing Ikkaku recently and realized because my hitflags were all MA (since there are almost no situations in BDS where characters can hit falling opponents, and the only ones are opponents in custom states) I couldn't help an opponent air combo if they made the opponent fall to do so. I got around this by simply changing the custom get hit air state Ikkaku always uses anyway to force recovery at HitOver instead of going to a fall state, but it would be more elegant coding to get the opponent to just stop falling. :/
    

Re: Kenpachi beta update 12/9/2007

 December 10, 2007, 09:57:09 am View in topic context
 Posted by BwdYeti  in Kenpachi beta update 12/9/2007 (Started by DMK December 10, 2007, 04:56:51 am
 Board: Your Releases, older Mugen

If you care, the BDS accurate width is 18 front, 18 back, and height is 60. And I'd say just move the CLSN1 more into his body, no one should be able to push through his back during it and get hit, so it'll only help solve the current problem.
Also I'm pretty sure the axis is a bit far down (4-6 pixels), his feet are a good deal below other characters, and that makes him look shorter than he should.
    

Re: Yeti's Creations (Ikkaku updated to v0.8, 12/3/07)

 December 03, 2007, 07:08:51 pm View in topic context
 Posted by BwdYeti  in Yeti's Creations (Ikkaku updated to v0.8, 12/3/07) (Started by BwdYeti August 30, 2007, 12:51:24 am
 Board: Your Releases, older Mugen

No replies? Oh well.

Ikkaku updated to v0.8, he has 2 full specials and the light of another special, and I fixed some major bugs that caused crashes in 2v2. :o

I should get him to v.95 or even v1.0 soon, and I'll make another vid then to show how to properly use his specials in combos. :D
    

Re: Yeti's Creations (Byakuya updated to v0.9, Ikkaku v0.3 released 11/23/07)

 November 26, 2007, 03:50:46 am View in topic context
 Posted by BwdYeti  in Yeti's Creations (Ikkaku updated to v0.8, 12/3/07) (Started by BwdYeti August 30, 2007, 12:51:24 am
 Board: Your Releases, older Mugen

Really it's all too low since the old numbers are for computers several years ago. Too bad they put a limit on helpers though. D:

Anyway, updated Ikkaku to v0.5; He has Bankai now. :D
Vid in an hour or so when I have one made

EDIT: Fraps made Winmugen lag terribly when I tried to start my last combo, but when I finally got it it turned out so well I didn't want to re-record. :o

http://youtube.com/watch?v=fID_sIHzxRI
    

Re: Keeping a helper locked to a parent

 November 25, 2007, 09:51:28 pm View in topic context
 Posted by BwdYeti  in Keeping a helper locked to a parent (Started by BwdYeti November 25, 2007, 08:26:44 pm
 Board: M.U.G.E.N Development Help

...Hm hm. Turning on playerpush for the helper seems to have solved it... I assumed trying to have the helper have playerpush on would interfere with it staying on the character, like they would push each oth- oh right, teammates can't push each other can they. Well, I guess that solves it.
    

Keeping a helper locked to a parent

 November 25, 2007, 08:26:44 pm View in topic context
 Posted by BwdYeti  in Keeping a helper locked to a parent (Started by BwdYeti November 25, 2007, 08:26:44 pm
 Board: M.U.G.E.N Development Help

I'm using a helper as a kinda advanced explod (so it has trans and palfx controls) but I'm having trouble keeping it locked to the character when he pushes against an opponent (using both posset, x and y = parent, x and y and using bindtoparent) I'm thinking it's something like the character gets pushed off the opponent after positions are calculated, so the helper doesn't get the updated position...? Anyway, any easy way to deal with that, or do I need to use something to check if an opponent is close and force the helper back (using pos x, {enemynear, pos x}, and {enemynear, Const(size.ground.front/back)})
    

Re: Yeti's Creations

 November 23, 2007, 06:55:33 am View in topic context
 Posted by BwdYeti  in Yeti's Creations (Ikkaku updated to v0.8, 12/3/07) (Started by BwdYeti August 30, 2007, 12:51:24 am
 Board: Your Releases, older Mugen

Hueg update.

Updated Byakuya to v0.9, he now has Senkei (really fun to mess around with) and a bunch of generic stuff I put off adding. Dust from running/jumping and a bunch of bugfixes basically.

Started on a new character, Madarame Ikkaku. Now at v0.3, he has all normals added. I started him now for a reason, which should become apparent as I get further along. :D

Also uploaded a template for BDS characters. More info on the page.

http://sixfortyfive.com/bwdyeti/YetiMugen.html
http://sixfortyfive.com/bwdyeti/IkkakuV0_30.rar
    

Re: Madarame Ikkaku ^_^

 November 19, 2007, 06:04:08 pm View in topic context
 Posted by BwdYeti  in Madarame Ikkaku Final Update (Started by Jerrydrizzt November 18, 2007, 12:34:22 am
 Board: Your Releases, older Mugen

Biggest problem I see is that your super armor resets him to the start of the state after being hit. This allows easy infinites by either hitting quickly with a repeating normal (like a light punch) during any of his attacks, or hitting with projectiles while he does the blade spin.
    

Re: Trigger Redirection, differentiating between targets.

 November 16, 2007, 11:51:29 pm View in topic context
 Posted by BwdYeti  in Trigger Redirection, differentiating between targets. (Started by BwdYeti November 16, 2007, 10:06:43 pm
 Board: M.U.G.E.N Development Help

Meh, seems I can't do it that way.
Well, an idea then, would sending everyone to a custom state, and then in that state checking at time = 0 if statetype != A and going to 5000 instead?
    

Re: Trigger Redirection, differentiating between targets.

 November 16, 2007, 10:30:49 pm View in topic context
 Posted by BwdYeti  in Trigger Redirection, differentiating between targets. (Started by BwdYeti November 16, 2007, 10:06:43 pm
 Board: M.U.G.E.N Development Help

I meant p2stateno. And that was a general example, another is... Ah, I have two helper states for helpers that track said knocked down opponents to make dust clouds when they crash to the ground. Although I guess I could handle those with one helper that checks both, but it could potentially... and easily, if I'm right, have errors and make a cloud on an opponent it shouldn't.
EDIT: Thinking about it again, it wouldn't happen very easily, but it's still a possibility.
    

Trigger Redirection, differentiating between targets.

 November 16, 2007, 10:06:43 pm View in topic context
 Posted by BwdYeti  in Trigger Redirection, differentiating between targets. (Started by BwdYeti November 16, 2007, 10:06:43 pm
 Board: M.U.G.E.N Development Help

Well, it seems I misunderstood using the "target(x), " trigger redirection and x is some id in the hitdef, not the x'th target like "enemy(n), " redirects to the n'th enemy. So, how do I check things about individual targets and then do things depending on that. Such as, I have an attack that spikes aerial opponents out of the air, but should simply hit grounded opponents normally. If I hit a grounded and aerial opponent both with that attack, how do I only knock down the aerial one?

[mcode][State 620, Set Target State]
type = TargetState
trigger1 = NumTarget > 0
trigger1 = target, statetype = A
trigger1 = target, alive
trigger1 = MoveHit = 1
value = 930 ; custom fall state[/mcode]
(What I have now)
    

Re: Changing States with Helpers

 November 11, 2007, 04:49:22 pm View in topic context
 Posted by BwdYeti  in Changing States with Helpers (Started by Ryanide November 11, 2007, 01:48:42 pm
 Board: M.U.G.E.N Development Help

You'd use redirection and numhelper. "helper(helicopter's id), stateno = 6021" would be the trigger for a ChangeState in 6011, then "numhelper(helicopter's id) = 0" for one is 6012.
Check near the end of the exp doc for more on redirection, it's pretty useful.

At least that should work.

Also I like the look of that character. :o
    

Re: A strange problem with TargetBind

 November 11, 2007, 12:39:52 pm View in topic context
 Posted by BwdYeti  in A strange problem with TargetBind (Started by BwdYeti November 10, 2007, 11:23:06 am
 Board: M.U.G.E.N Development Help

No targetveladd and I tested against multiple people, the character himself, your Ryu, and KFM at least. What seemed to be happening, which makes no sense, is as if on hit the opponent's gravity was applied once for each of the hits so far (trying to come up with an answer and failing) I think setting the opponent to custom states will work better anyway, it fixes a problem I was ignoring about setting the opponent's yaccel only while getting hit (since setting a yaccel in a hitdef makes most opponents have that yaccel until they land or at least leave state 5040), and they'll only be in the character's states 5020, 5030, and 5035 at most.
    

Re: A strange problem with TargetBind

 November 11, 2007, 08:54:46 am View in topic context
 Posted by BwdYeti  in A strange problem with TargetBind (Started by BwdYeti November 10, 2007, 11:23:06 am
 Board: M.U.G.E.N Development Help

Meh, with all the problems it has I'm just gonna have the opponent use my character's states 5020,5030,etc to make it work. Oh well.
If anyone has any ideas or cares enough to try and figure out why it happens I'll talk about it.
    

Re: A strange problem with TargetBind

 November 10, 2007, 01:44:45 pm View in topic context
 Posted by BwdYeti  in A strange problem with TargetBind (Started by BwdYeti November 10, 2007, 11:23:06 am
 Board: M.U.G.E.N Development Help

I'm not sure how that id works really, I have another copy of that sctrl below it because I assume I need two for p2 and p4 for it to work right in 2v2. However that needs to be done is what I intended. And I had an ignorehitpause, I just removed it to move that comment down in the post so things were more organized, it's in during actual testing. Anyway, onto the problem.

It seems... I'm doing a chaining normal that hits every... 8 ticks I think, with pausetime = 7,7 and air.velocity = 0,-4. As the number of hits increases the opponents y vel slowly increases/falls/makes the opponent go down. I put y vel in the character's DisplayToClipboard sctrl and when I tested with low gravity (.025) to see what happened with a large number of hits, when I start hitting it's -4, but after some 30 hits it's 0 on hit, and 40 it's clearly positive. (Interestingly the opponent still goes up a bit for few ticks even when y vel is positive the whole time) When I stop attacking the opponent falls sharply. With things normal, the opponent would visibly fall faster after some 7 hits. It still happens even if I don't chain the normals at full speed, and only resets if I jump cancel and start attacking again. (Maintaining the combo)
    

A strange problem with TargetBind

 November 10, 2007, 11:23:06 am View in topic context
 Posted by BwdYeti  in A strange problem with TargetBind (Started by BwdYeti November 10, 2007, 11:23:06 am
 Board: M.U.G.E.N Development Help

I'm trying to make a... ceiling, basically. If the character goes above a helper that stays on the ceiling with

[mcode][State 995, PosAdd]
type = PosAdd
trigger1 = 1
y = - ScreenPos y

[State 995, PosSet]
type = PosSet
trigger1 = 1
y = ifelse(pos y > - 300, -300, pos y) ; minimum height of 300
x = parent, pos x[/mcode]

he gets PosSet to below the helper. That works fine. The problem is I need to make any targets do that too, and since it needs to be a posset type thing (so no momentum up is lost, they don't fall until gravity makes vel y < 0) I'm using TargetBind. The problem: when I do repeated attacks at the ceiling the opponent slowing begins falling faster.

[mcode][State -2, Hit Ceiling]
type = TargetBind
trigger1 = numtarget > 0
trigger1 = numhelper(789) > 0 ; ceiling helper exists, it always should anyway
trigger1 = target(0), pos y - target(0), Const(size.height) < helper(789), pos y
trigger1 = target(0), statetype = A
trigger1 = (target(0), vel y) < 0 ; target needs to be moving up
time = 1 ; needs to recheck every tick so they get free as soon as they're falling
id = 0
pos = ifelse(facing = 1, (target(0),pos x + 160) - (pos x + 160), (pos x + 160) - (target(0),pos x + 160)),(helper(789),pos y+(target(0), Const(size.height))-pos y)
; target maintains their pos x, their pos y is set to the ceiling's pos y + their height[/mcode]

Any one have any ideas why this happens? I'll upload the caracter as is to get it tested if necessary, but hopefully that's not needed.
    

Re: Ibuki Suika by Ina hosted

 November 09, 2007, 10:04:39 pm View in topic context
 Posted by BwdYeti  in Ibuki Suika by Ina hosted (Started by videoman November 08, 2007, 10:32:12 pm
 Board: Found Releases

Yeah, ABC for 3 buttons is annoying. It's actually 4 buttons though, if you hold Z while moving you dash, and QCFx2 Z is used to go into super mode, QCFx2 Z again for supers.