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LaQuak

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Messages by LaQuak

    

Re: Roa

 June 05, 2011, 03:19:28 am View in topic context
 Posted by LaQuak  in Roa (Started by Rajaa June 04, 2011, 08:38:08 pm
 Board: Your Releases, Mugen 1.0 +

It's Roa by Assman. Brand new Mugen creator who stays in shape.
    

Re: VarRandom berzerk [Solved]

 June 04, 2011, 09:17:59 am View in topic context
 Posted by LaQuak  in VarRandom berzerk [Solved] (Started by LaQuak June 03, 2011, 07:51:18 am
 Board: M.U.G.E.N Development Help

I know this is basics and I should not even be asking this and even though it's fixed with all of your guys suggestions I'll just show you how I had my 235 changestates. Lol it looks funny how it just all goes to the same place >:D

Quote
[State 235, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = Var(12) = 0
trigger1 = MoveHit
value = 230
ctrl = 1

[State 235, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = Var(12) = 1
trigger1 = MoveHit
value = 230
ctrl = 1

[State 235, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = Var(12) = 2
trigger1 = MoveHit
value = 230
ctrl = 1

[State 235, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = Var(12) = 3
trigger1 = MoveHit
value = 230
ctrl = 1

[State 235, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = Var(12) = 4
trigger1 = MoveHit
value = 230
ctrl = 1

[State 235, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = Var(12) = 5
trigger1 = MoveHit
value = 230
ctrl = 1

[State 235, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = Var(13) = 0
trigger1 = MoveHit
value = 230
ctrl = 1

[State 235, ChangeState]
type = ChangeState
triggerall = AILevel
triggerall = Var(13) = 1
trigger1 = MoveHit
value = 230
ctrl = 1

Precedence or not. I told it to

Quote
[State -3, VarRandom]
type = VarRandom
triggerall = AILevel && numenemy
triggerall = statetype != A && roundstate = 2
trigger1 = ctrl
v = 12
range = 0,5

[State -3, VarRandom]
type = VarRandom
triggerall = AILevel && numenemy
triggerall = statetype != A && roundstate = 2
trigger1 = ctrl
v = 13
range = 0,1

And it didnt do it but I am telling it to do it and Mugen showed me what it was using. Unless those VarRandom triggers are off some how. In no way I am arguing because you guys are right I am just ? at why it played the proper actions in a wrong var and range. And what do you mean what I had listed is not doing it?
    

Re: VarRandom berzerk [Solved]

 June 04, 2011, 08:51:17 am View in topic context
 Posted by LaQuak  in VarRandom berzerk [Solved] (Started by LaQuak June 03, 2011, 07:51:18 am
 Board: M.U.G.E.N Development Help

That's correct but let you ask you a dead serious question and please be honest with me. With Mugen being coded as is and taking precedence, in this situation, does what I said make any sence? Like to me, when I write my test to use var(13) states and Mugen shows me that Var(13)  is playing yet it plays Var(12) states but the right combination when I specificaly told Mugen not to use Var(12). Because that doesnt make sence to me because I wrote it that way because docs said so also...in it's wording.

I know for a fact I hate random, but I like Cyanide and Rajaa :woeh:
    

Re: VarRandom berzerk [Solved]

 June 04, 2011, 08:26:07 am View in topic context
 Posted by LaQuak  in VarRandom berzerk [Solved] (Started by LaQuak June 03, 2011, 07:51:18 am
 Board: M.U.G.E.N Development Help

Even so I dont see why say changestate with Var(12) = 3 should play before Var(13) = 0 when clipboard clearly displays it's doing Var(13) = 0. I also dont see how AI could be playing Var(12) = 6 and 7 when they are specificaly changed to Var(13) = 0 and 1 and clipboard shows that var13 is active but its fooling me I guess. Ah good ol' random. I feel like de ja vu because I remember me asking something like this before. I mean I know why it's doing it because once AI is active it's active since I have it in -3 and I have it in all over my .cns, even if I delete changestates in -1 I just find it odd thats all. Thanks for the tips guys :) I'll get it to work thats no biggie.
    

Re: VarRandom berzerk [Solved]

 June 04, 2011, 05:58:20 am View in topic context
 Posted by LaQuak  in VarRandom berzerk [Solved] (Started by LaQuak June 03, 2011, 07:51:18 am
 Board: M.U.G.E.N Development Help

Actualy this one is giving me weird stuff as well.

Quote
[State -3, VarRandom]
type = VarRandom
triggerall = AILevel && numenemy
triggerall = statetype != A && roundstate = 2
trigger1 = ctrl
v = 12
range = 0,5

[State -3, VarRandom]
type = VarRandom
triggerall = AILevel && numenemy
triggerall = statetype != A && roundstate = 2
trigger1 = ctrl
v = 13
range = 0,1

Quote
[State -1, Randomizer]
type = ChangeState
triggerall = AILevel && numenemy
triggerall = statetype != A && roundstate = 2
triggerall = p2bodydist x < 20
triggerall = p2bodydist y = [-25,25]
triggerall = enemynear,stateno != 5100
triggerall = enemynear,stateno != 5101
triggerall = enemynear,stateno != 5110
triggerall = enemynear,stateno != 5120
triggerall = ctrl
trigger1 = Var(12) = 0
trigger2 = Var(12) = 1
trigger3 = Var(12) = 2
trigger4 = Var(12) = 3
trigger5 = Var(12) = 4
trigger6 = Var(12) = 5
value = 235

[State -1, Randomizer]
type = ChangeState
triggerall = AILevel && numenemy
triggerall = statetype != A && roundstate = 2
triggerall = p2bodydist x < 20
triggerall = p2bodydist y = [-25,25]
triggerall = enemynear,stateno != 5100
triggerall = enemynear,stateno != 5101
triggerall = enemynear,stateno != 5110
triggerall = enemynear,stateno != 5120
triggerall = ctrl
trigger1 = Var(13) = 0
trigger2 = Var(13) = 1
value = 235

Basicaly whats happening is that clipboard is showing that I am using Var13 0 and 1 but it always plays Var12 changestates. If I change var12 range from 0,5 to say 0,7 then it plays Var13 changestates as well when I specificaly tell them not too *shrugs* Doesn't make sense to me why it's not picking Var13 unless it's ordering.
    

Re: VarRandom in 1.0 when AILevel is on.

 June 04, 2011, 05:30:20 am View in topic context
 Posted by LaQuak  in VarRandom berzerk [Solved] (Started by LaQuak June 03, 2011, 07:51:18 am
 Board: M.U.G.E.N Development Help

Alright, you got it. VarRandom values were going berzerk while in motion i.e. moving, jumping ect and, to our troubleshooting, in motion of the combo only persisting to a solid value when MoveHit but only for the duration of the p1/p2 stun which in this case was long enough for a new value to randomize and jump right in and take over causing in the situation. Tweaking around the -3 VarRandom for randomizing made the value persist, thus fixing the funny copy problem so thats done. However, it still heavily favors lower values and hardly ever played 6 and 7 so I am going to implement a few VarRandom randomizers with different Var(#) for ground only,ground to crouch only, ground to crouch to air and super ect. for better organization and optimization.

Going back and looking over my VarRandom in old Mugen I was a little bit off in the whole "it worked for me in old mugen" statement. What I did in old Mugen is use states 10000+ so instead of having a bunch of the same states in -1 like I did in this trial (bunch of 235 doing the same thing basicaly) I had randomizers for 10000/10010/10020/10030 ect so in essence, VarRandom had to randomize the state other then randomizing a value. So yeah...thats that.

*thankful nod*
    

VarRandom berzerk [Solved]

 June 03, 2011, 07:51:18 am View in topic context
 Posted by LaQuak  in VarRandom berzerk [Solved] (Started by LaQuak June 03, 2011, 07:51:18 am
 Board: M.U.G.E.N Development Help

Whats up guys hows it going. First let me say that I've actualy fixed the problem but I backed the funny copy of the code before the fix and wanted to know what you guys thought. Secondly VarRandom did a flawless job for me in old WinMugen which is why I am angry with it and its behavior in 1.0 I am using VarRandom for AI purposes for this test. So this is the copy of the funny copy. It's rather long but should be easy to read since simple works :D

Spoiler, click to toggle visibilty

So what do you guys think?
    

Re: Sagat by Fido released 05/31/11

 June 01, 2011, 10:36:30 pm View in topic context
 Posted by LaQuak  in Sagat by Fido released 05/31/11 (Started by Shunt666 May 31, 2011, 09:23:25 pm
 Board: Found Releases 1.0+

Quick notices.

-In stages that use high/super jump when you press Start to show the MX Menu and say your character is in the air the MX menu doesnt fit to screen. Pretty much say a MVC character jumps high and you press start to show menu the menu will not cover the screen.
-Typo in the MX menu for Tiger Cannon and Ground Tiger Cannon. In the MX menu the command is F,DF,F x2 + Punch where it should be D,DF,F x2 + Punch
-This you dont really have to fix because it's just a cosmetic but when you do Tiger Cannon and you hit P2. He goes to state 5030 so in essence he is already flying away but the move still registeres a combo. To make it look good, make it so you do the move and the first 4 hits keep P2 in states 5000-5002 and the last hit puts him in 5030 and he flies away. To achieve that you'll need to count the hits with VarAdd. Again it's not a problem its just a cosmetic.
-Why not use SF4 voices that Layer extracted from the source game?

About me not being able to do Ultras is my fault because I forgot you need the ultra bar filled so that was my mistake haha. They work and look very nice :)
    

Re: Sagat by Fido released 05/31/11

 June 01, 2011, 07:49:18 pm View in topic context
 Posted by LaQuak  in Sagat by Fido released 05/31/11 (Started by Shunt666 May 31, 2011, 09:23:25 pm
 Board: Found Releases 1.0+

-off topic
Dude Happauge HD PVR is such a great investment. Sad I only get a light discount for it but I can only imagine upgrading from my dazzle to it. Now my bottle neck would be my 720p 60hz tv and sadly I hear 360 doesnt do 1080p or w/e.

Fido got your pm. Saw you release it. I'll try to do testing tonight when I get out of work. :)
    

Re: Yang_MX by Fido released 05/24/11

 May 30, 2011, 05:36:26 am View in topic context
 Posted by LaQuak  in Yang_MX by Fido released 05/24/11 (Started by Shunt666 May 25, 2011, 12:40:30 am
 Board: Found Releases 1.0+

@fido
Very cool that you are taking time and checking out the little tips and tricks that are presented toward you and you are making this MX addition a very very fun character to use. Cannot wait to see what you conjure up for MX Yun

@6ixx
Very nice video. I see you've moved to Sony Vegas and you're being dead serious about making awesome videos. Like I commented on YT let me know if you any tools like full audio and video converters and I'll be glad to send you what I got.
    

Re: Yang_MX by Fido released 05/24/11

 May 27, 2011, 09:31:26 pm View in topic context
 Posted by LaQuak  in Yang_MX by Fido released 05/24/11 (Started by Shunt666 May 25, 2011, 12:40:30 am
 Board: Found Releases 1.0+

@6ixx
About EX Senkyuutai fido said he messed up the command by accident. Normal Senkyuutai was proper dp motion but ex wasn't which is why I said ex was triggered by qcb command. Yeah for some reason I have a prolem performing moves that deal with 2/3/ kick/punch moves on this new keyboard. I'm using Razer Arctosa and can't do them. I have Mugen p1 keys set to l;' for punches and ,./ for kicks so I dont know. Like when I play with characters that have stance switches and such I can only change to one and not the other lol. I can do it fine on my old 10 yr old keyboard fine but this is my husky gaming rig so Mugen doesnt really take priority here more or less.

@fido
Ah come on dont bring that level stuff around me man. You're my good friend and you helped me out when I first started also with allowing me to use your fx. This is the very least I could do for you :)

Infinite/100% Combo
In the corner juggle p2 with close medium kick to pop up and keep carefully doing Light -> Medium Tourou Zan over and over. Also if you are carefull enough you can do Raishin Makkahen for super damage.
    

Re: Yang_MX by Fido released 05/24/11

 May 26, 2011, 06:33:14 pm View in topic context
 Posted by LaQuak  in Yang_MX by Fido released 05/24/11 (Started by Shunt666 May 25, 2011, 12:40:30 am
 Board: Found Releases 1.0+

Hmm not quite there yet, but it's improving. I am still in A Groove testing

The new changes made Tourou Zan linking act very weird. For instance, 3 Light Tourou Zan combo very slow but 3 Heavy Tourou Zan combo faster. Play around with "MoveHit && Time > X" and make it more fluid. Comboing into Rainshin Makken still feels off but again it could be setting on my gaming keyboard.

About binds for Zenpou Tenshin, when P1 does the move on P2 custom state, P1 doesnt touch P2 on his flip animation. What I could suggest testing is performing the move on KFM, as alot of people test on KFM when it comes to binds and custom states. Make it look good on KFM and chances are high it will look for many characters.

Good job on Sei'ei Enbu damage reduction. Now it feels more proper :) How ever some combos and vels seem a bit strange. Target Combo SMP->SHP->B+SHP->Sei'ei Enbu->F+MK tends to miss and alot of attacks under Sei'ei Enbu sem to give P2 recovery in air. I'll probably make a video demo tommorow since I am busy today to show you later.

Saving Attack -> say....Crouching Sweep doesnt combo. In fact I've only been able to combo SA->Light attacks.

Some CLSN1 are still  >:( but it's understanble for Sei'ei Enbu :)

Since this is Mugen 1.0 product I would highly recommend using AILevel triggers instead of impossible commands.
    

Re: Yang_MX by Fido released 05/24/11

 May 26, 2011, 09:50:07 am View in topic context
 Posted by LaQuak  in Yang_MX by Fido released 05/24/11 (Started by Shunt666 May 25, 2011, 12:40:30 am
 Board: Found Releases 1.0+

Hey fido its cool to see you're still around making work. Checked out your Yang just now good job man. I do have a few things I thought I could mention.

In A groove
-It's very easy to combo Raishin Mahhaken from Tourou Zan, infact usualy Raishin Mahhaken comes out before the 2nd/3rd slash. Id put a bit of a time restrictor.
-Zenpou Tenshin binbs look a bit odd on P1, not the custom state. Bring P1 down a little bit so at the very least the sprites touch the shoulders of P2.
-Zenpou Tenshin command says b,db,d,df,f + K but I could also do it with b,db,b + K *shrugs*
-EX Senkuuytai command is b,d,db + 2k instead of f,d,df + 2k? Just seems odd.
-Some hit collisions are really big and look odd when hitting crouching opponents. I'd revamp some clsns and just cover what needs be covered instead of covering extra unnecessary space. It's over for supers but for normals I think they are too big.
-Sei'ei Enbu damage is quite high in my opinion.
-Though not particularly a fault as I have a gaming keyboard thats I need to tweak on my end but FADC -> another normal doesnt seem to combo alot of times on my end but again it's probaby me because I have problems performing 2/3/p/k commands.

Didn't play in B Groove because its late here but I think you are doing a good job and keep at it man. I watched 6ixx videos and he has some really good tests done on your Yang so definately take his feedback seriously and this can be a hell of a Yang...even though it is already with cool custom gameplay :D
    

Re: Rogue

 May 26, 2011, 04:10:05 am View in topic context
 Posted by LaQuak  in Rogue  (Started by Rajaa April 24, 2011, 09:32:33 am
 Board: Projects

Ah the outlining and then coloring in I gotcha. Well hey if you serious about getting into spriting and need some moves captures from some fighters on concoles I can capture them for you and send you the video file then you can do what Felo did. I did that when he asked for cammy captures he was converting into 2d. Came out pretty nice. Also you can buy those bamboo wacom pens in the future as it seem you're serious about this. You can it for fairly cheap.
    

Re: Rogue

 May 26, 2011, 12:00:44 am View in topic context
 Posted by LaQuak  in Rogue  (Started by Rajaa April 24, 2011, 09:32:33 am
 Board: Projects

The extending hand jerks a little funny when coming down in a looped sprites but it could be because of gif. *shrugs* Looks really good man, nice frankenspriting man.
    

Re: MvC2 Ryu updated (5/23/11)

 May 25, 2011, 05:31:27 am View in topic context
 Posted by LaQuak  in MvC2 Ryu and MvC2 Dan updated (5/25/11) (Started by Kamekaze May 24, 2011, 04:30:43 am
 Board: Your Releases, Mugen 1.0 +

I remember what you said a long time ago, made sence, atleast to me. Thanks for updating your works and keeping them fresh as always.
    

Re: Rogue

 May 15, 2011, 07:19:28 pm View in topic context
 Posted by LaQuak  in Rogue  (Started by Rajaa April 24, 2011, 09:32:33 am
 Board: Projects

Now that impaired vision from last night is gone I see what mean with the thigh streching. Good job sport. :sugoi: Yo you should add in Spirals shun goku satsu in also. Spiral man, spiral!
p.s. GOH's avatar is hot fire.
    

Re: Special wouldn't work

 May 14, 2011, 02:43:18 am View in topic context
 Posted by LaQuak  in Special wouldn't work (Started by OptikTiker May 14, 2011, 02:19:07 am
 Board: M.U.G.E.N Development Help

That could be one of the few things. Does Mugen give you a debug message at the top when the character is attempting the move. Next step for you would be to find everything related to 3800
 that value such as in .air and .cns
    

Re: Special wouldn't work

 May 14, 2011, 02:33:04 am View in topic context
 Posted by LaQuak  in Special wouldn't work (Started by OptikTiker May 14, 2011, 02:19:07 am
 Board: M.U.G.E.N Development Help

Yeah try removing those nulls/;
    

Re: Special wouldn't work

 May 14, 2011, 02:26:30 am View in topic context
 Posted by LaQuak  in Special wouldn't work (Started by OptikTiker May 14, 2011, 02:19:07 am
 Board: M.U.G.E.N Development Help

Is that exactely how it's written in .cmd? with the ";"?