YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

***
Speedy9199 is Offline
Contact Speedy9199:

Speedy9199

Contributor

Messages by Speedy9199

    

Speedy9199's Blazblue project ver. 2

 September 05, 2013, 08:30:21 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

It has been almost exactly one year since my last update. I had to make a new thread because my first one kind of got messy and I had a problem with bumping my own thread.

Anyway a lot has happened in a year and these things include...

-My characters are now only for mugen1.1.

When using mugen1.1 you are less likely to get the "Out of memory" error if you use my characters too much. This happened a lot in mugen1.0 and they no longer work in Mugen1.0. On a side note you do need a good graphics card with good video memory to use my characters. If you use a computer with a sucky graphics card you'll get the out of memory error.

-Greatly improved AI system.

All my characters use the "AILevel" trigger now(why didn't I use this before?!?!) This means the AI activates immediately. I am putting my heart and soul into the AI to make my characters' AIs have the best AI in mugen ever(lol?), well at least for blazblue mugen characters. I am trying to make my AI in a way "Human-like" and something that doesn't act like a complete machine/robot. My AIs are VERY unpredictable and won't do the same moves over and over again repetitively. They will repeat some things(this is unavoidable), like a human but not like most machines. Also before someone on youtube wants to bash my AI and exploit an AI problem and make fun of it, consider this.

-I have a new system for all my characters that I call "An AI within an AI" meaning that during a fight two different AIs will interchange randomly making it so the AI doesn't repeat the same thing during the entire match giving my characters unpredictability and you won't get bored during the fight because if you learn how to fight one AI, my character's AI can switch so you too have to fight differently. My AIs don't "adapt" however or read any of your commands or states and counters them perfectly. They still put up a good and fair fight even without these things.

-on top of having "An AI within an AI" my characters have 3 difficulty settings that are adjustable in the mugen options menu(Thanks to the AI level trigger)

Easy 1,2 has no AI for people that don't like AI

medium 3,4,5 the characters don't use supers very much

Hard 6,7,8 my characters use supers a lot

-My characters now have two Japanese voice packs.
In the original game when a fight would start one out of two voice packs would randomly be chosen. I have made it so this happens just like in Blazblue(for the most part)

-I have fixed any type of glitch or problem I have found while testing my characters and have removed any known combo infinites I have found with them.

-And much much more.

Just in case you are new to my characters, here is my website(not updated at the moment) or you can click the link under my avatar. There you can find screen shots of my characters. http://speedy9199.webs.com/characters.htm

If you have any questions or suggestions please let me know.
    

Re: Need translation help

 August 15, 2013, 12:42:16 am View in topic context
 Posted by Speedy9199  in Need translation help (Started by Trinitronity August 09, 2013, 01:13:25 pm
 Board: Off-Topic Help

I tried to do something similar for an English to Japanese translation for a readme file. I too know "some" Japanese but for something like this it is NOT worth it. It is really hard for an English to Japanese translation and the translation needs to be done by someone who knows EXACTLY what they are doing. Do not use ANY type of machine translator at all, they are ALL terrible. You need a very good human translator for this type of thing, it is just how Japanese works.
    

Re: Request: Both a Voice Source and AI Coder.

 June 24, 2013, 04:09:57 am View in topic context
 Posted by Speedy9199  in Request: Both a Voice Source and AI Coder. (Started by Daniel9999999 June 13, 2013, 02:55:15 am
 Board: Development Resources

Just to tell you from a person that the first thing he coded was an AI, no matter how experienced or good of an AI coder a person is the AI will always be repetitive, stupid, or too BS. The only way I have personally found to make an AI "SORT OF" not repetitive, stupid or too BS is to implement multiple "sub" AIs all within one AI and have the sub AIs switch back and fourth during the fight. I was able to give an AI like this as I mentioned to my characters but like all AIs there will be things that it will repeat and it takes awhile to code multiple AIs.

I guess you're right with that, I was just being lazy by this time because I didn't want to go for AI yet. ^^' But it's a good strategy to switch from different AI routines that are precoded.

Don't beat yourself up because of the AI issue. Even highly trained professionals have problems coding AI. AI is the main thing in games or what ever that hardly gets any better since the computer IS the dumbest thing in the world and will ONLY do what you tell it to do.

Also watch this for some lolz about AI:

http://www.youtube.com/watch?v=TMYso30L9zI
    

Re: Request: Both a Voice Source and AI Coder.

 June 24, 2013, 03:58:13 am View in topic context
 Posted by Speedy9199  in Request: Both a Voice Source and AI Coder. (Started by Daniel9999999 June 13, 2013, 02:55:15 am
 Board: Development Resources

Just to tell you from a person that the first thing he coded was an AI, no matter how experienced or good of an AI coder a person is the AI will always be repetitive, stupid, or too BS. The only way I have personally found to make an AI "SORT OF" not repetitive, stupid or too BS is to implement multiple "sub" AIs all within one AI and have the sub AIs switch back and fourth during the fight. I was able to give an AI like this as I mentioned to my characters but like all AIs there will be things that it will repeat and it takes awhile to code multiple AIs.

Also you can always make a very difficult AI that will beat many human players but if a human knows what they are doing and has some luck on their side the AI can be beaten no matter how hard it is.
    

Re: BORYEMA'S CHARACTER WIP EDIT THREAD :: ARC STUDIO CHARS (GGXX/BB/FoNS)

 May 21, 2013, 09:04:31 pm View in topic context
 Posted by Speedy9199  in BORYEMA'S CHARACTER WIP EDIT THREAD :: back to MVC!?!?!?! (Started by boryema April 03, 2013, 03:50:10 am
 Board: Projects

Sorry it took awhile to respond to this but in my opinion your sol badguy had the same combo style like your hakumen after watching your videos. You have to change up the combo style for your characters or else you'll have the same gameplay for all of your characters except maybe a few unique moves here and there for each character which is not exciting :(. You got to make sure your characters' moves all work mostly differently, unless you are working on a full game or something like that.
    

Re: Seraphs Ares 'Project Blaz' Thread

 May 07, 2013, 06:44:11 pm View in topic context
 Posted by Speedy9199  in Seraphs Ares 'Project Blaz' Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

Seraphs Ares, to be honest I haven't played Blazblue in a few months but there seems to be an issue with your character; The combo breaker/burst. Your combo breaker/burst works like it does in Blazblue if I remember correctly but don't make your characters have the ability to break out instantly without even having the hit animations show. You got to put SOME time delay for the combo breaker when being hit or else in mugen it can cause state or position glitches. Neat's Nu-13 is like this too, sometimes it will glitch after activating the combo breaker and goes into a wrong state or position. How your combo breaker works seems better but there is a possiblity that it could still cause problems with other characters unless you put at least some time delay before activation. What I am trying to say is that in global mugen, an instant combo breaker does not seem to work well.
    

Re: BORYEMA'S CHARACTER WIP EDIT THREAD :: ARC STUDIO CHARS (GGXX/BB/FoNS)

 May 01, 2013, 08:36:47 pm View in topic context
 Posted by Speedy9199  in BORYEMA'S CHARACTER WIP EDIT THREAD :: back to MVC!?!?!?! (Started by boryema April 03, 2013, 03:50:10 am
 Board: Projects



On the top left corner that is a massive debug flood. Check your code again, there is something wrong with it. I don't know how to fix that type of debug flood so ask in the help section.
    

Re: BORYEMA'S CHARACTER WIP EDIT THREAD :: ARC STUDIO CHARS (GGXX/BB/FoNS)

 May 01, 2013, 05:11:48 pm View in topic context
 Posted by Speedy9199  in BORYEMA'S CHARACTER WIP EDIT THREAD :: back to MVC!?!?!?! (Started by boryema April 03, 2013, 03:50:10 am
 Board: Projects

thanks for the advice @speedy9199
I'll be certainly looking into that, but again these aren't exactly my characters they're edits
I'm simply just making them into 6 button characters w/ MvC and CvS capabilities and editing the effects and gameplay a bit
But I'll most def input some more ummm, "uniqueness" if you will to them if you'd like to see something like that as well as for anyone else
that'd like to see that

The thread makes it seem you are only an editor and a beginner at mugen coding and I will give you this advice. However some people might argue against me for what I have to say but you have to see what suites you best for creating.

Don't just keep on editing already existing characters. Editing may sound like it's easier and less time consuming but it's NOT. To edit complex characters requires you to know A LOT about coding and you have to know exactly how things work for the character you're editing. Changing things without knowing exactly how a character works will most likely result in glitch problems and other problems that break the character. Also looking through other people’s codes can be a headache unless it’s Kung Fu Man or something like that. To avoid this, I found it best that you, yourself make your characters as much as possible by yourself. That way nothing can "conflict" with anything from your coding and the original author’s coding. Basically you'll have the best understanding of how your character works if you do everything yourself. You'll learn things much better doing things yourself overall.

If you want to continue making Blazblue characters I suggest you try to make one all by yourself. If you do, my best advice is to start with Noel. Noel is the “easiest” to make if you are aiming with some or a little/moderate/full accuracy. However Noel is not “easy” in general to make, and it’s still very hard. Even though you started with Ragna and Hakumen, they are not the easiest to make/edit from my experience.

Also it seems that your first edits were Guilty Gear and Blazblue characters, why did you start editing those characters first? The characters from those games are NOT easy to make at all or edit and you should start with something easier to get more experience before you take on a challenge like that. That’s what I did.

Remember to keep us informed about any unique features you give your characters so we can help.
    

Re: BORYEMA'S CHARACTER WIP EDIT THREAD :: ARC STUDIO CHARS (GGXX/BB/FoNS)

 April 30, 2013, 09:36:06 pm View in topic context
 Posted by Speedy9199  in BORYEMA'S CHARACTER WIP EDIT THREAD :: back to MVC!?!?!?! (Started by boryema April 03, 2013, 03:50:10 am
 Board: Projects

Now don't take this the wrong way Boryema, but after watching your video on your Ragna and Hakumen, the characters look very generic. After seeing how they work you don't seem to be aiming for complete accuracy because they are doing somethings they can't do in the source. If you are going to make them like this I HIGHLY suggest giving your characters sometype of unique feature that mine, daimonmau's, and other creators don't have for their Ragna and Hakumen or any character in general. What I mean by this is creating code by yourself. If you don't have something unique for your characters people might think these are just "normal" characters with nothing special about them. You got to give people a reason why they would prefer your characters over others.

For example, I gave my Ragna and Hakumen "mode selections" and they have a special intro vs each other and a few other unique things.
    

Characters with Human-like AI?

 April 24, 2013, 05:12:26 pm View in topic context
 Posted by Speedy9199  in Characters with Human-like AI? (Started by Speedy9199 April 24, 2013, 05:12:26 pm
 Board: M.U.G.E.N Discussion

Ok, this maybe just a "fable" in mugen but has any mugen creator ever got an AI for a character that is even just a little, tiny, remotely, somewhat, CLOSE to an AI that is human-like? Ever since I played mugen there only seems to be 3 types of AIs, default AI, AI that is a pushover, and really cheap AI(however there are different kinds of "cheap" AI a character can have). There are some AIs at a medium difficulty but they are still robotic of what I have seen. I have tried to code AIs that are as human as possible and it seems the best way to do this is to keep the default AI, randomize things, not code any specific distance values, only having the AI repeat very few things, have it mess up on things "naturally" and to NOT make a too "solid" AI. I of course know that AIs can't "learn" or "adapt" to things and you can't code an AI to do things for every specific situation in mugen but is what I said the best way to make something that is human-like for mugen?

I mean, has anyone ever fought an AI that during the fight it kind of felt like fighting a human and not just some robotic machine? Or is there any character that has what I described as a "human-like" AI? If any of these characters "exist" please tell me so I can look at them.
    

Re: Seraphs Ares 'Project Blaz' Thread

 April 23, 2013, 10:02:36 pm View in topic context
 Posted by Speedy9199  in Seraphs Ares 'Project Blaz' Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

After seeing how many Blazblue characters you are making and your upcoming ones, a word of warning:

Work on one character at a time and try to complete the character you are working on as much as possible right before releasing. Making more characters gets harder and harder to maintain them and to update them. I've created 8 Blazblue characters and I am still working on them three years later and it's painful work. The more characters you have the more you are going to mess up on things while updating(most likely). I've gotten to a point that I simply can't create any more blazblue characters because I would have to give it all the other things my other characters have and it is just too much work, even with copying and pasting code. This might happen to you one day while you are creating.
    

Re: grapplers

 April 23, 2013, 07:16:04 pm View in topic context
 Posted by Speedy9199  in grapplers (Started by au_majicpen April 23, 2013, 10:20:31 am
 Board: M.U.G.E.N Discussion

You can go to my website under my avatar for the link to get my Iron Tager. However I'm still updating him.
    

Re: Seraphs Ares 'Project Blaz' Thread

 April 16, 2013, 07:11:02 pm View in topic context
 Posted by Speedy9199  in Seraphs Ares 'Project Blaz' Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

Seraph Ares, I've tested your Ares character's AI and if you are going to make your other characters AI like this please read this.

I've tested all your AI levels 1-10. The difference between them all is that the higher the number the more the AI combos you and becomes more and more inhuman. This does provide a challenge but this can be improved. When I fight Ares in my opinion I feel like I'm fighting a total machine controlled character with nothing human about it even on low levels of AI. Try coding AI that doesn't repeat things constantly and have less specific number values. Also on low number AI levels your AI sometimes glitches out when moving. The way the AI combos the opponent is NOT a good thing. The more Ares combos the damage dampener kicks in but then Ares still combos more. This is a bad thing because your opponent hardly loses life and actually GAINS more power. It's not a lot of power but it's enough that it could turn the tide of the battle in one counter attack when the opponent has the chance(Characters like Tager can do this). Your Ares AI on level 10 is very strong in its own way but for my Jin which I have tried to give an AI as human as possible (my jin doesn't repeat things too often and it is less robotic than yours) can actually beat your Ares. Having an AI combo like crazy and inhuman doesn't always make it stronger. In mugen grapples and super attacks are much more effective.

Also I really have to stress on making your AIs less robotic/"cheap". There are so many character AIs in mugen that are inhuman that it's annoying. Please consider this, but it's up to you on how you want to make your AIs.
    

Highest Number value Mugen will accept

 March 27, 2013, 03:53:52 pm View in topic context
 Posted by Speedy9199  in Highest Number value Mugen will accept (Started by Speedy9199 March 27, 2013, 03:53:52 pm
 Board: M.U.G.E.N Development Help

While coding an instant kill I've discovered this weird thing. I wish to code a 100% instant kill, you would think that all you would need to do is make a damage value like 999999999999999999999999... or something like that but there seems to be this binary computer thing in computer languages that a value over the truncated limit causes problems, even if it's not an infinite. In this case the instant kill actually HEALS your opponent sometimes. What is the maxium amount of 9s I am allowed to use so this problem doesn't happen?
    

Re: Noel Vermillion updated by ron_ti_chu (28/02/2013)

 March 19, 2013, 05:27:25 pm View in topic context
 Posted by Speedy9199  in Noel Vermillion updated by ron_ti_chu (28/02/2013) (Started by i_oVo_i February 28, 2013, 05:57:38 am
 Board: Found Releases

I've tried this Noel when it first came out and I downloaded this version/update.

It still has many problems the previous version had. There seems to be misaligned sprites(easily seen even in the standing animation), the sprites look rough around the edges(character base sprites could use some cleaning up). But the main problem is that this character has TONS of debug floods. I thought they would be fixed by now but they are not. Pretty much everything causes debug flood.  :( and for a little nitpick of mine, the character itself is too large in size.

I was sadly disappointed with this update. :( It could have been better and the author needs to fix those problems if he want his Noel to be the "best".
    

Re: Seraphs Ares 'Project Blaz' Thread

 March 14, 2013, 12:33:03 am View in topic context
 Posted by Speedy9199  in Seraphs Ares 'Project Blaz' Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

Sounds like a plan. To write other languages in Notepad, do Save as and switch encoding to "Unicode" that should work.
    

Re: Seraphs Ares 'Project Blaz' Thread

 March 13, 2013, 07:50:51 pm View in topic context
 Posted by Speedy9199  in Seraphs Ares 'Project Blaz' Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

If you know someone in real life that knows an Asian language, especially Korean, Chinese or Japanese, I suggest you take full advantage of that. I suggest you try to translate your character readmes to one or more of those languages. After all, those three languages are selectable in the source game. It might make someone using your characters from those places have a better experience with your characters and to not make any setting mistakes. I have found a lot of asians on youtube use the Blazblue Mugen creations but they can't understand any of our readmes. I have found Japanese using my characters in a way they shouldn't and if there was a Japanese readme they might have not done what they have done. I have asked many people in real life and on the internet to help translate my character readmes for my next update for my characters and it's pretty fun and rewarding.

If you want I can translate your character readmes to Chinese which I will have absolutely no problems in doing. Just to warn you though an English to Japanese translation is pretty hard. I've tried this myself but ended in bad results. You would need someone that knows Japanese well AND Mugen well for a good translation.

Please think about this.  :)
    

Re: Seraphs Ares 'Project Blaz' Thread

 March 13, 2013, 04:46:20 pm View in topic context
 Posted by Speedy9199  in Seraphs Ares 'Project Blaz' Thread (Started by Seraphs Ares November 28, 2012, 04:46:53 am
 Board: Projects

With that said, I'll share Neat's tutorial here. It's in Japanese so it maybe a bit difficult to understand. Also if you are going to do this, you will be messing with the original files, so back them up.

I'm sharing this because I'm getting some folks asking me how I'm getting the effects. I would write up a tutorial for this, an English version of Neat's tutorial, but I don't have the time to do so.

Kudos again to Neat Unsou for posting the tutorial.

How are you translating the tutorial? What ever you do, DO NOT use any machine translator for Japanese to English. Only translate Japanese if you yourself know the language well.

Also speaking of translations I have been trying to translate Neat Unsou's Japanese readme for his Nu-13. The way Neat Unsou writes Japanese is at times kind of hard to understand and at other times easy, well at least for me.
    

Re: Nina(tekken), Litchi(Blazblue) and Yaoshi(Zhanhun) Released

 March 13, 2013, 04:18:13 pm View in topic context
 Posted by Speedy9199  in Nina(tekken), Litchi(Blazblue) and Yaoshi(Zhanhun) Released (Started by qysurg March 08, 2013, 04:23:59 pm
 Board: Your Releases, older Mugen

I've never really seen a character that there was absolutely NO redeeming value. Is it that hard to find at least 1 thing good about a character even though it is not the best? I admit it myself, it is actually easier to find negative things about a character that is not the "best" but saying a good thing might raise the creator's confidence about improving their creation than saying everything that is bad.
    

Re: Mery White updated (13/03/10)

 March 13, 2013, 04:07:20 pm View in topic context
 Posted by Speedy9199  in Mery White updated (09/05/13) (Started by e510 March 04, 2013, 02:33:43 am
 Board: Your Releases, Mugen 1.0 +

Well, I downloaded this character for OBVIOUS reasons lol  :-X

This character needs a readme like what Darkflares said. There isn't even a readme me in an Asian language.  :-\ I saw that in the .cns file things are written in Japanese please make a readme in Japanese; Chinese or heck I'll even take a Korean one(Even though I can't read Korean lol). And of course in English.

Some sprites seem misaligned. Please look at the character's feet positions to help align the sprites better. The clsns could also be a bit better. Sometimes I can't hit the character correctly.

So far this character is looking good. :)