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Speedy9199

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Messages by Speedy9199

    

Re: One of a kind character/bonus game: "The Slot Machine"

 September 17, 2014, 11:55:42 pm View in topic context
 Posted by Speedy9199  in One of a kind character/bonus game: "The Slot Machine" (Started by Speedy9199 September 17, 2014, 08:32:58 pm
 Board: Projects

Throwing something out there, maybe different classes for different difficulty levels. I highly doubt all machines are equal some would have to be more difficult to beat than others. Possibly a "tilt" mechanic as well (although modern machines don't have these).

I had an idea like this involving Oswald and the usage of cards to portray a similar concept but anyone can have ideas. Looking forward to this.

One step closer to source accurate SNKP Pachislot mugen.

Differently class levels? Could you explain more? Also the ONLY inequality slot machines have is if the random number generator can calculate more numbers than a differrent machine. These slot machines require ZERO skill to play and no matter how much "skill" you have, you can't make winning one "easier". EVERYTHING is just pure luck and only luck.

Also being able to do random calculations is nothing new to mugen. What makes my character unique in the mugen world is that you can ONLY rely on the random calculations and nothing else. While other characters can have random calculations but they never rely on nothing but luck to win and requires at least some skill.
    

Re: One of a kind character/bonus game: "The Slot Machine"

 September 17, 2014, 11:19:40 pm View in topic context
 Posted by Speedy9199  in One of a kind character/bonus game: "The Slot Machine" (Started by Speedy9199 September 17, 2014, 08:32:58 pm
 Board: Projects

WOW thx, I will use these and credit you.  Do you have a red number "7" a plum, watermelon, cherry, lemon, and one of those "bar" things? Sorry if I'm asking too much from you.

Also I can't use your wheel. It needs to have 10 slices and exactly 10 slices for perfect trigonometry calculations or else I will have to recode things and the wheel spin outcomes might favor one side than the other.
    

Re: One of a kind character/bonus game: "The Slot Machine"

 September 17, 2014, 09:06:43 pm View in topic context
 Posted by Speedy9199  in One of a kind character/bonus game: "The Slot Machine" (Started by Speedy9199 September 17, 2014, 08:32:58 pm
 Board: Projects

For the wheel you could easily do a new and more clean at Photoshop as for the Fruits try looking at some Vector redraws PNG instead imo that would look more clean

That is my biggest problem, I SUCK at graphic art :(

Edit: Also for my character there is none of that BULLSHIT "near miss" features real slot machine have. What I mean by this is when a picture appears right above or below of a winning combination resulting in a lose. Every slot player hates that shit. So my character will not do that :)
    

One of a kind character/bonus game: "The Slot Machine"

 September 17, 2014, 08:32:58 pm View in topic context
 Posted by Speedy9199  in One of a kind character/bonus game: "The Slot Machine" (Started by Speedy9199 September 17, 2014, 08:32:58 pm
 Board: Projects

Yes, it is literally a slot machine.





The character is unique because the ONLY way to beat it is to be lucky!

The gameplay of the Slot Machine is simple, if you attack it the slots spin. This Slot Machine game features a single line and 4 slots. (I know most slot machines have 3 or 5 slots and multiple lines are played in real casinos but I can't do that in mugen because of mugen limitations.) If you get a combo(see below) you will "hurt" the machine and gain life. If you get nothing you lose life and the machine gains life.

Possible combos:

-One pair

-Two pair

-3 of a kind

-4 of a kind


I know the images are a bit "rough" but I am working on that.

I know most real slot machines in real life need to have a 3 of a kind or higher to count as a win, but it is a bit too difficult to get a 3 of a kind on this character and I made one pair a winning combo to prevent you from dying so soon.

In order for this character/bonus game to function, this character is 100% CHEAT PROOF. And has many rules inorder to play.

Rules:

-You can't attack it while in the air or else it will result in an "invalid" attack

-You cannot use attacks that give you invinciblity frames or else it will result in an "invalid" attack. And yes, this character "knows" when your character has invinciblity frames.

-3 invalid attacks in a row will make the slot machine "heal" and every additional invalid attack "heals" it more however using a "valid" attack stops all healing

-If you don't attack it within 3 or so seconds it will "heal." The longer you don't attack it the more it will heal

-This character is immune to F1 and F2 BUT see below for more details

This maybe a lot of rules to follow but they are actually NEEDED and do more good than bad. I mean, what if you could cheat on a slot machine in real life? If you don't follow these rules the character is IMPOSSIBLE to beat but don't think of it being a "cheat character" the rules help ensure the character/bonus game functions.

It is known by many slot machine players that the slot machine has an advantage over the player, while this IS true the slot machines are not impossible to "beat" and it IS possible to "profit" off slot machines in real life. This character works similar. Since this character is a type of character never before seen in the world of mugen(that I know of) I will tell the player's advantages.

Player advantages:

Even though this machine has a mathmatical advantage over you(like all slot machines) it will NEVER have any more or less of an advantage at any point. So everything is consistent, UNLESS you break the rules.

Attacking it stops the timer

EVERY spin is completely random and there are NO predetermined spins.

There is a wheel spin bonus game :) (see below)

There is a "F1 or F2 bonus game" see below


Wheel spin bonus game:

Some slot machines in real life feature wheel spins for bonus games and my character has this feature!


I know the wheel looks a bit "rough" but I'm working on it.


F1 or F2 bonus game:



Yes you are reading this correctly. My character is immune to F1 and F2 HOWEVER there is a VERY small time that the slot machine is vulnerable to F1 and F2 which is chosen randomly. If you time pressing F1 or F2 PERFECTLY you will automaticly win(of course) or reduce its health(if you press F2) BUT if you don't time it perfectly the character will heal to full and you will not get another opportunity to F1 or F2 it for the rest of the round and it will also make winning by time over much harder. This maybe a silly or stupid idea but this F1 or F2 bonus game is game of chance and risk and since this is a slot machine... >_> BTW even though it is immune to F1 and F2 it does not make it completly invincible and broken like mugen "nuke" characters. If you play by the rules it can be KOed.

Its death animation: It explodes, adding humor





One thing I have to mention is that penny machines in real life allow you to choose a denomination for what ever you put into the machine and multiplies your winnings by what ever you choose for denomination at the cost of having less spins. I can't figure out how to do this in mugen because there are no things in mugen code that can truly detect an enemy's key presses(that I know of.) to select denomination.

This character may not be as boring as you think with just simply spinning the wheel over and over, when health gets low it can get interesting and you get to hear some cool slot machine sounds :)

Please give me any ideas to add or to remove things from the character.
    

Re: 1.1 Blazblue_S major update

 September 02, 2014, 10:28:15 pm View in topic context
 Posted by Speedy9199  in 1.1 Blazblue_S major update (Started by Speedy9199 September 01, 2014, 06:18:53 pm
 Board: Your Releases, Mugen 1.0 +

Sorry guys for not saying what has been updated before, I've been busy, but here it is in a nutshell.

-Vastly improved AI

-Two Japanese voice packs for each character that are chosen randomly (just like in the source game)

-Sprite and palette fixes

-all known glitches and/or bugs fixed

-added a new "trophy" system to my characters. Read the trophy text document for more info.

-Readmes in three different languages; English, Serbian, Chinese.
    

Re: 1.1 Blazblue_S major update

 September 01, 2014, 07:36:18 pm View in topic context
 Posted by Speedy9199  in 1.1 Blazblue_S major update (Started by Speedy9199 September 01, 2014, 06:18:53 pm
 Board: Your Releases, Mugen 1.0 +

    

1.1 Blazblue_S major update

 September 01, 2014, 06:18:53 pm View in topic context
 Posted by Speedy9199  in 1.1 Blazblue_S major update (Started by Speedy9199 September 01, 2014, 06:18:53 pm
 Board: Your Releases, Mugen 1.0 +

After 2 years I update my characters.

A lot of things have been improved and I can't list all of them but it should feel like a "2 years later update."



System requirements:

To use these characters I HIGHLY recommend that your computer has 2 GB or more of video ram on your graphics card. If you have less than that they won't work or you'll eventually get an "out of memory" error in mugen. My computer uses a Nvidia GTX 650 ti to give you an idea.

DOWNLOAD:

http://speedy9199.webs.com/index.htm
    

Re: Speedy9199's Blazblue project ver. 2

 November 19, 2013, 05:09:11 pm View in topic context
 Posted by Speedy9199  in Speedy9199's Blazblue project ver. 2 (Started by Speedy9199 September 05, 2013, 08:30:21 pm
 Board: Projects

Fixed using a simple Prevstateno != trigger.

Anyway in the future if anyone finds a problem with my characters and wants to tell me, I just want to say that you do not need to use forceful words or make fun of my characters to get me to fix it. I am understanding when it comes to this type of thing and I will look into trying to fix it. It's just that I am not a really good tester and dealing with all these characters is hard work. So if something hasn't been fixed yet, please try not to get impatient with me. I will eventually try or will fix it. Thank you.

     Posted: April 28, 2014, 09:59:42 pm
Just to tell you guys I am still "alive" and this project is still on and a future update will happen. As for my progress my AI is VERY different than many other AIs in Mugen. For most other AIs you can find a loophole in the AI and can exploit it by using the same attacks over and over. You(or at least I have found) can't do that with any of my characters. My characters will eventually get out of any loops or traps you set up for them because of their randomness and unpredictability. They will only repeat in the VERY long run. I promise that the new AIs will be worth the wait(If you have been waiting).

Any other annoying problems  I found with my characters have been already fixed or currently fixing. Also at my college I have found computer science students willing to help me with any problems my characters might be having and they are helping a lot.
    

Re: Speedy9199's Blazblue project ver. 2

 November 19, 2013, 12:15:46 am View in topic context
 Posted by Speedy9199  in Speedy9199's Blazblue project ver. 2 (Started by Speedy9199 September 05, 2013, 08:30:21 pm
 Board: Projects

    

Re: Speedy9199's Blazblue project ver. 2

 November 19, 2013, 12:04:51 am View in topic context
 Posted by Speedy9199  in Speedy9199's Blazblue project ver. 2 (Started by Speedy9199 September 05, 2013, 08:30:21 pm
 Board: Projects

Your emphasis on AI is far greater than the impression you give on improving your char's (which needs tons of work tbh).
Not trying to rain on your parade but you should def direct your attention towards finishing your chars dude.

My last public release update on my characters was more than 1 year ago. A lot has changed since then and things have been fixed >_>
    

Re: Speedy9199's Blazblue project ver. 2

 November 18, 2013, 11:53:23 pm View in topic context
 Posted by Speedy9199  in Speedy9199's Blazblue project ver. 2 (Started by Speedy9199 September 05, 2013, 08:30:21 pm
 Board: Projects

TBH, you should focus less on your char's AI and more on your character's playability.
Last I checked, your chars had many bugs and inconsistencies that needed to be tweaked.

A character's AI is dependent on it's functionality as a character. 
If your chars are broken then your AI will more than likely be broken too.

The playability of your characters should definitely have come first and have priority over your char's AI.

Yes, in my previous posts I say that I am fixing any other issues I have found.
    

Re: Speedy9199's Blazblue project ver. 2

 November 18, 2013, 10:50:10 pm View in topic context
 Posted by Speedy9199  in Speedy9199's Blazblue project ver. 2 (Started by Speedy9199 September 05, 2013, 08:30:21 pm
 Board: Projects

I have been talking to my fellow computer science friends at my college about what makes a Human AI. They all said the same thing, in order to make a human AI you have to write and set up the actual code itself to mimic a human brain. However I also asked my friends if they had already truly made an actual AI themselves and even though they do know coding they have not made AI yet. They have only studied it so far.

They DO make a good point when they say the code itself has to be set up like a human brain BUT from my experience of coding AI, you CAN do something like this BUT just because the code itself is set up like a human brain does NOT mean the AI's behavior will act human. It could still do things perfectly and do other robotic things even if the code itself is "human." This type of AI is like a "tree" type AI incase anyone has no clue what I am talking about. For people that do know what I am talking about it is known as the "Neural Network AI"

My AIs behavior acts as close to a human as possible, BUT the code itself is not human. I was thinking of making the level 2 AI an AI that the code itself is "human" but most likely the behavior will not be human. Since it is a level 2 AI it will be easy for the most part. How the AI will work is that I will set up the AI to do random combos while still remaining effective. Doing this way though, the AI will be so random that its behavior is not human because even humans repeat sometimes. Another reason I might add an AI like this is because some people might consider my weak human AI even a bit too hard.

I can't stress enough that I want my AIs to be one of the best AIs in mugen so far.  :)
    

Re: Contributor Suggestion Thread

 November 04, 2013, 05:06:00 pm View in topic context
 Posted by Speedy9199  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 am
 Board: Feedback

Why hasn't he gotten a star till now? That seems weird.

Speedy was active and contributing mostly during the time where the star was harder to get so he didn't really get nominated for it, since he's mostly inactive now it's easy to forget him.

I think the main reason why I did not get a contributor star until now was because my first creations needed a lot of improvement when first released and I got a lot of negative comments. I think those negative comments made people think my creations were the "worst things ever" or something like that. My creations have come a long way from then and are much better/will be even better soon. Also they were not really the "worst things ever" to begin with anyway. >_> So I guess thanks for the purple name. :P lol
    

Re: Bloody Rondo & Shinigami No testament mugen 1.1 Anime Stages

 October 31, 2013, 08:03:30 pm View in topic context
 Posted by Speedy9199  in Bloody Rondo & Shinigami No testament mugen 1.1 Anime Stages (Started by Speedy9199 October 31, 2013, 11:43:31 am
 Board: Your Releases, Mugen 1.0 +

Yes.
    

Bloody Rondo & Shinigami No testament mugen 1.1 Anime Stages

 October 31, 2013, 11:43:31 am View in topic context
 Posted by Speedy9199  in Bloody Rondo & Shinigami No testament mugen 1.1 Anime Stages (Started by Speedy9199 October 31, 2013, 11:43:31 am
 Board: Your Releases, Mugen 1.0 +

These stages are for a 1280 X 720 screen.

These two stages are based off two Japanese games of the same name.

Happy Halloween!

Bloody Rondo


Shinigami No Testment


NOTE: These two stages require 2 unique conditions you must fulfill for the stages to be at their best. Please read the readme unless you can't read English or Chinese...

http://speedy9199.webs.com/index.htm
    

Re: mugen 1.1 Floating Islands released and my other stages updated

 October 15, 2013, 11:23:27 pm View in topic context
 Posted by Speedy9199  in mugen 1.1 Floating Islands released and my other stages updated (Started by Speedy9199 October 15, 2013, 09:36:45 pm
 Board: Your Releases, Mugen 1.0 +

Just by looking at the screenshot the floor is clashing with the background. Also the waterfall animation on the small island in the background isn't looping correctly.  F12 key is your friend when taking screenshots in mugen   ;)

Ok thanks, maybe updating soon.
    

mugen 1.1 Floating Islands released and my other stages updated

 October 15, 2013, 09:36:45 pm View in topic context
 Posted by Speedy9199  in mugen 1.1 Floating Islands released and my other stages updated (Started by Speedy9199 October 15, 2013, 09:36:45 pm
 Board: Your Releases, Mugen 1.0 +

This stage is for mugen 1.1 and for a 1280 X 720 screen. Enjoy.

BTW the screen shot itself has color loss it looks better actually.



Also my other stages are updated to Mugen 1.1 with stage zoom.

http://speedy9199.webs.com/index.htm
    

Re: Speedy9199's Blazblue project ver. 2

 September 16, 2013, 08:19:37 pm View in topic context
 Posted by Speedy9199  in Speedy9199's Blazblue project ver. 2 (Started by Speedy9199 September 05, 2013, 08:30:21 pm
 Board: Projects

Guys I have thought it over, I do wish my AIs to act more human like and for my characters to have the best AI ever overall so I decided that the hard level 8 AI will fight more like a machine for people that do like to fight against that sort of thing. The Machine AI will not be crazy hard but it does read your states and counter attacks perfectly. So basically I have three AIs; No AI, weak human-like AI, strong human-like AI, and Machine AI. all having two AI each for each different type of AI. Any more suggestions?

I know I sound like I am only working on my character AIs but I am not and adding/fixing other things with them.

     Posted: November 15, 2013, 06:42:27 pm
I have put in an insane amount of hours on each of my characters' AIs and I think they are ready for some testing.

My AIs are very different from other AI in mugen mostly because the AIs were created by me, who REALLY REALLY truly put effort into them. All the AIs(except level 8 ) were made to "act" as human as possible and to give the player a feeling that they are fighting another human who is fighting fair. Read the beginning of the thread for more info. The Level 8 AI acts more inhuman but I have tried to make the AI the hardest AI that you do NOT need to play cheap on to win. The level 8 AI maybe a bit annoying though as it reads some of your commands. I am aiming for A+ quality grade AI or even A++ quality.

The only thing about the AI is that I cannot prevent a human player from playing cheap on the AI. No AI coder can prevent this so a person will more likely win if they do this. However, my AI is not one of those AIs that are "LOL Lets see them try to beat THIS" type AIs. It is made to have the human player have as much fun as possible with as fair as a fight as possible.

PM me if you wish to test the AI or other things about my character and I will send the character through sendspace. Make sure you test every level of AI also.
    

Re: Speedy9199's Blazblue project ver. 2

 September 05, 2013, 10:12:46 pm View in topic context
 Posted by Speedy9199  in Speedy9199's Blazblue project ver. 2 (Started by Speedy9199 September 05, 2013, 08:30:21 pm
 Board: Projects

I would have upgraded to MUGEn 1.1, if it would only have a lot more differences from MUGEN 1.0 then at the current state.
MUGEN 1.1 still doesn't have timed continue screens like seen in many fighting games.

Mugen 1.1's stage zoom and it being easier on computer memory is more than enough reasons to upgrade, trust me.
    

Re: Speedy9199's Blazblue project ver. 2

 September 05, 2013, 09:44:24 pm View in topic context
 Posted by Speedy9199  in Speedy9199's Blazblue project ver. 2 (Started by Speedy9199 September 05, 2013, 08:30:21 pm
 Board: Projects