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Messages by luis2345

    

Re: What ruins a mugen character for you?

 May 05, 2014, 11:56:27 pm View in topic context
 Posted by luis2345  in What ruins a mugen character for you? (Started by luis2345 December 02, 2013, 09:23:47 am
 Board: M.U.G.E.N Discussion

How about stealing the sprites of one author's original creation to make something else, like that conversion of Pewdiepie that uses sprites from Rikard's Rikard?
That's just disgusting
    

Re: AI testers wanted. See details inside

 May 02, 2014, 04:04:15 am View in topic context
 Posted by luis2345  in AI testers wanted. See details inside (Started by Saohc April 30, 2014, 06:36:10 pm
 Board: M.U.G.E.N Discussion

Ok , made a quick check of your AI. at level 8
- The first problem is that your AI seems to be using way too much the random trigger causing it to spend a lot of time doing nothing in front of you.
What random values could you suggest, for example? 

Try higher random values and test it until it's fine enough, or you can "fill" those idle holes with other actions like poking or walking back.

Quote
I'm not exactly sure how to go about this.  I have seen an example of standing attack that hits low (One of Shin by ahuron's kicks).  But I think "hitdefattr" can only go so far.
Code:
[State -1, var(58) ]
Type = VarSet
triggerall = RoundState = 2
trigger1 = NumEnemy <= 1
trigger2 = NumEnemy >= 2
trigger2 = enemynear(0),Life > 0
trigger2 = Ctrl || !NumTarget || NumTarget >= 2
trigger3 = NumEnemy >= 2
trigger3 = enemynear(0),Life > 0
trigger3 = Target,StateType = L ||  Facing*(Pos X - Target,Pos X) > 0
trigger4 = NumEnemy >= 2 && NumTarget = 1
trigger4 = Enemy(0),Life > 0 && Enemy(1),Life > 0
trigger4 = enemynear(0),ID = Target,ID
trigger4 = Target,StateType != L
trigger4 = Facing*(Pos X - Target,Pos X) <= 0
trigger4 = !Ctrl
var(58) = 0
IgnoreHitPause = 1

[State -1, var(58)]
Type = VarSet
triggerall = RoundState = 2
triggerall = NumEnemy >= 2
triggerall = !var(58)
trigger1 = enemynear(0),Life <= 0
trigger2 = NumEnemy >= 2 && NumTarget = 1
trigger2 = Enemy(0),Life > 0 && Enemy(1),Life > 0
trigger2 = enemynear(0),ID != Target,ID
trigger2 = Facing*(Pos X - Target,Pos X) <= 0
trigger2 = Target,StateType != L
trigger2 = !Ctrl
var(58) = 1
IgnoreHitPause = 1

[State -1, Guard]
type = ChangeState
value = 120
triggerall = AILevel
triggerall = StateType != A
triggerall = stateno != [120,159]
triggerall = ctrl || stateno = 0 ||  (stateno = [100,101])
trigger1 = inguarddist
trigger1 = Random <= (200 + (AILevel  * 100)) && Random <= 600 || AILevel > 4
trigger2 = inguarddist
trigger2 = p2bodydist x > 90 || enemynear(var(58)),time > 50
trigger2 = Random <= AILevel * 150
trigger3 = inguarddist
trigger3 = enemynear(var(58)),numhelper > 0 || enemy,numproj > 0
trigger4 = AILevel > 4
trigger4 = enemynear(var(58)),movetype = A
trigger4 = !enemynear(var(58)),hitdefattr = SCA, NT, ST, HT
trigger4 = stateno != 100 || stateno = 100 && p2dist y > -45 || numenemy >= 2
trigger4 = p2bodydist x < 0
trigger4 = p2dist x > 0 || p2dist x < 0

This should work good enough , ikaruga uses var(58) to adjust some conditions to detect throws or normal moves, this is a modified version of it.
Test it too see how it goes for you. this is exclusively for crouching and standing blocking.


Quote
What exactly do you mean by "air tech"?  I just Googled that and all I got was "countering opponent's throw."  Unless there's an alternate definition.  It may also help to give me a combo example so I can see this further.

What i mean is "air recover".

For combos, the character seems pretty limited as far as i see because of lack of aerial moves.
You can go for. A>B>C > back + C, jump A>B>C > aerial spin move.
And that's all about it, the last hit of the aerial spin move leaves the opponent airborne and has enough time to air recover.

    

Re: AI testers wanted. See details inside

 May 02, 2014, 01:46:50 am View in topic context
 Posted by luis2345  in AI testers wanted. See details inside (Started by Saohc April 30, 2014, 06:36:10 pm
 Board: M.U.G.E.N Discussion

Ok , made a quick check of your AI. at level 8

- The first problem is that your AI seems to be using way too much the random trigger causing it to spend a lot of time doing nothing in front of you.
- Make her use the Air-dash in an offensive (instant air-dash) way when she's jumpcancelling
- Try to make her poke with the crouching light punch without it cancelling itself.
- Make her often try to poke something after a blocked spinning attack, i would say strong or medium crouching punch, because she spinning attack is safer than it looks , just try to make sure she uses enough pokes at the right times so she doesn't seem like she's doing nothing.
- She uses her shoryuken move on movecontact, that's suicide, make her use it on movehit instead
-Try to make her attempt running throw attempts while she's poking
- You need to check your block code, remember that some moves are standing moves but hit low, some are standing moves and are overheads.
- Make her jump in the optimal distance for her, never from long distances, she's good in air to ground scenarios but not in air to air scenarios, because of her lack of loves.
- I am pretty sure all of her combos lets the enemy to air tech in the end of them , try to take advantage of that to make her set up something.

For now that's it, it seems kind of incomplete but you are in the right way.
    

Re: AI testers wanted. See details inside

 May 01, 2014, 07:14:42 am View in topic context
 Posted by luis2345  in AI testers wanted. See details inside (Started by Saohc April 30, 2014, 06:36:10 pm
 Board: M.U.G.E.N Discussion

I am the right dude for this.

My criticism style is more about making the AI harder while keeping it fun and "not lame-ish" making it feel more human.
I learned this the hard way because i made terrible AIs in the past.

I made a review of an AI before, in the description of this video:
https://www.youtube.com/watch?v=uz2e7_hGvqw
    

Re: What were you doing before you discovered mugen?

 April 27, 2014, 12:36:36 pm View in topic context
 Posted by luis2345  in What were you doing before you discovered mugen? (Started by The Answer April 01, 2014, 02:10:06 am
 Board: M.U.G.E.N Discussion

Before MUGEN i was customizing my  "KOF 91"  (Does anyone rememeber that?)

KOF 91 was a fighting game engine just like mugen, it was like the justin bieber version of mugen, it was horrible.

    

Changing character's Hitsparks to my mugen's default hitsparks

 April 26, 2014, 09:36:57 pm View in topic context
 Posted by luis2345  in Changing character's Hitsparks to my mugen's default hitsparks (Started by luis2345 April 26, 2014, 09:36:57 pm
 Board: M.U.G.E.N Development Help

I have come across characters who use their own custom hitsparks but i want them to use the default ones (my custom ones).
Do i have to change them one by one in each move's hitdef? If yes, am i missing some tool in fighter factory to do that faster?
    

Re: Does this thing exist?/who is the author?/etc. thread.

 March 31, 2014, 01:05:39 pm View in topic context
 Posted by luis2345  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

I am looking for a training dummy that has Tenshi sprites from touhou.
It has an information display.
Does anyone know where can i get it? or was that a private edit?
    

Re: If there was one thing you would change about a certain fighting game?

 February 22, 2014, 04:57:12 am View in topic context
 Posted by luis2345  in If there was one thing you would change about a certain fighting game? (Started by Niitris January 27, 2014, 07:22:20 pm
 Board: Fighting Games

    

Re: If there was one thing you would change about a certain fighting game?

 February 21, 2014, 05:03:29 am View in topic context
 Posted by luis2345  in If there was one thing you would change about a certain fighting game? (Started by Niitris January 27, 2014, 07:22:20 pm
 Board: Fighting Games

Street fighter.

Add running.
Seriously.
    

Non-Gameplay related features you would like to have in MUGEN?

 February 21, 2014, 04:10:30 am View in topic context
 Posted by luis2345  in Non-Gameplay related features you would like to have in MUGEN? (Started by luis2345 February 21, 2014, 04:10:30 am
 Board: M.U.G.E.N Discussion

There are a lot of things that are not exactly "gameplay related" but that are impossible to do in mugen.

What is the feature you wish the most to be in mugen?

Like, for example, hidden character codes, unlockables, etc.

My most wanted feature (or external addon) to have in MUGEN is a Statistics feature.
To show how much times a character has been selected, how many times it won or lost, when was the last time you chose it, which ones you never used,etc. (I have seen this feature in smash bros for example)

Why? Because that would be helpful to know which characters have to go so it becomes easier to clean up your mugen roster.


What is the feature you wish the most to be in mugen?
    

Re: What new Fighting games youd like to see done?

 February 15, 2014, 01:28:22 am View in topic context
 Posted by luis2345  in What new Fighting games youd like to see done? (Started by Legendary DeMoNk@I February 14, 2014, 08:34:34 pm
 Board: Fighting Games

Rage of the Dragons 2

I know one of the characters designers (the one who designed cassandra) and he said he and the other guys from evoga were planning into making a rage of the dragons 2.
That was years ago, who knows what happened to that.
    

Re: What is not a "True fighting game" for you?

 February 08, 2014, 11:40:45 pm View in topic context
 Posted by luis2345  in What is not a "True fighting game" for you? (Started by luis2345 February 05, 2014, 08:34:51 am
 Board: Fighting Games

I've always been under the impression that, aside from a couple of obvious bottom-tier characters, Tekken has a very 'narrow' tier list and the gap between most characters isn't all that significant, as opposed to the Marvel games where it's a giant gulf that'll pretty much fuck you over if you choose poorly. On the other hand, I'm a massive Tekken fanboy. How accurate is this?

Not quite sure, but i remember i have seen boss characters making it to the finals , some dragon thing that could do more than 50% damage with 3 hits, never been into the tekken community at all.

Aren't tier lists built from matchup info? :/ Excepting the ones that are more like "I can't deal with this character so I'm gonna say is top tier"

Yes, good tier lists are, but some people make tier lists based out of two things: Damage and character usage.
Real and true good tier lists are useful just as a tool to know of what you are dealing with, good tier lists take into consideration the limitations and capabilities of the characters not just damage alone and how "popular" the character is.
For example in king of fighters 2002 , Kim vs Mature.

Kim is considered a high tier character and mature a mid-low tier character i believe.
Kim's moves are mostly safe even if you screw up, mature's moves are almost suicide.
Kim's combos are easier and deal a lot of damage, Mature's are not that easy and they deal way less damage.
Kim can land combos easily and his hit confirms are easier aswell, Mature needs to be really close to the opponent or her combos can whiff and the hit confirm is rather difficult compared to kim's.
If you screw up a combo as kim, you are most of the time completely safe, But if mature screws up any combo, she's really vulnerable.
Kim doesn't need to spend meter bars to deal a lot damage, Mature needs meter to deal decent damage.
Kim is more mobile in general, mature doesn't have much "stuff you have never seen" tactics.
One of kim's supers is safe on block, the others sometimes are, Mature's don't deal that much damage and if your opponent blocks it you are doomed.
Kim's most damaging combos, even the 100% damage ones are basic stuff,  Mature's most damaging combos can't even get past of 60% and most of them are really hard to do (exhibition combo kind of hard) and they are not really worth it.
Even if you are really skilled as mature kim will always be a nightmare (supposing you are fighting a decent kim), i had a friend who was like "hey, i am learning how to beat kim as mature on ggpo lately, its really hard"


That kind of stuff are where matchups and tierlists are coming from.
That's why people like kof 98 a lot , it's the most balanced kof known, kim wasn't like that backthen.

 




    

Re: What is not a "True fighting game" for you?

 February 08, 2014, 05:44:05 am View in topic context
 Posted by luis2345  in What is not a "True fighting game" for you? (Started by luis2345 February 05, 2014, 08:34:51 am
 Board: Fighting Games

It's pretty common (I have seen it so often i even think it's an stereotype) that the players who are always talking so technical with terms like frame advantage, frame links, mixup, setup,pressure,blockstring
And who also talk or argue about tier lists and matchups are usually pretty mediocre players who do not apply anything of what they are talking about in a real match, instead they imitate strats(even if they don't know what's the point of such strats)  they see from EVO tournaments and most can't play with more than 3 characters, at all.
Some really good and ridiculously advanced players don't even know what exactly these terms mean.
Not just in street fighter but any fighting game.

Tier lists and matchups only have a real influence in really top level play,  two "average joes" do not take their characters to the limit, some tier lists (very few) assume that both players have mastered the characters they talk about
But tiers keep changing quite often, it's useless to even bother caring about them.
Matchups in the other hand, they are pretty accurate since they are based from many many past experiences and data, matchups do matter but only if both sides of the matchup have mastered both characters.
    

Re: What is not a "True fighting game" for you?

 February 06, 2014, 07:44:51 am View in topic context
 Posted by luis2345  in What is not a "True fighting game" for you? (Started by luis2345 February 05, 2014, 08:34:51 am
 Board: Fighting Games

Then there's Shingo who can randomly get criticals, Dan's Koryuken that makes him randomly invincible...

And then there's Super turbo, it has random damage, random "dizzyness damage" ,random hitstun and blockstun.
I think since Sirlin started working on Sf2 HD remix that feature (or glitch) is gone.
    

Re: What is not a "True fighting game" for you?

 February 05, 2014, 08:51:57 pm View in topic context
 Posted by luis2345  in What is not a "True fighting game" for you? (Started by luis2345 February 05, 2014, 08:34:51 am
 Board: Fighting Games

What i tried to say with "true fighting games" are almost any , just making very few exceptions like games like shaq fu, it is a fighting game, but it's not really a true fighting game, combos don't even exist in that game, not even 2 hits ones because there's no hitstun in that game.
I am just excluding really unplayable stuff, everything else is fine.

Unless we talk about sports games, i think these are another kind of fighting games.
    

What is not a "True fighting game" for you?

 February 05, 2014, 08:34:51 am View in topic context
 Posted by luis2345  in What is not a "True fighting game" for you? (Started by luis2345 February 05, 2014, 08:34:51 am
 Board: Fighting Games

Ever heard that phrase before? "True fighting game"?

What is not a "true fighting game" for you?


Long text incoming:
If i don't count the obvious ones like Shaq fu or any unplayable non-competitive games.
I think every fighting games is a true fighting game as long as they have all the elements of competitive play.
Some games may be easier or "less complex" to play but that doesn't mean that makes them easier to master.

I used to be that kind of people who used to batch on people who played Smash bros competitively (or casually), smash is mostly known as the laughing stock of fighting games since it lacks most elements, but i was wrong, they don't lack the elements, they have them, in their own way.

The footsies,the mind games, everything is there, understanding other games helped me to increase my gameplay level at KOF, i play KOF in a competitive level at GGPO and mexican tournaments for 8 years now and i have seen beasts all over the place, i have a lot of respect for high level play , including the high level play for other "easier" games that are essentially more friendly to play for beginners but usually the veteran fighting game players do not get attracted to that kind of games, but what happens when some do? you will find out even these games can be taken really further (Which sounds really obvious to begin with).

This may sound crazy and  most people will feel skeptical about this, but even the Touhou fighters have it's really good charm, ever had a match with top tier players in any of the touhou fighters? man, they are monsters, that's when you realize that even these games that are often called "not true fighting games" have all the elements from the competitive scene of bigger name fighting games like KOF or Street fighter 3rd strike.
I took a break from kof and started playing other games that people often say that "they take no skill" and one of them was touhou hisoutensoku, that game, you have chibi characters (That bothers me quite a bit honestly, i am not into kawaii desu stuff),i was very skeptical about the spellcards system "What is this? one button supers? is this some magical girls game?", where you can combo just pressing AAAA or A>B>C, at first glance you would say "Ah that takes no skill, a lot of damage with no skill" but that's not actually true, i rarely see "AAAA" combos that much anymore in competitive play, the opponent must be really stupid to get caught in such simple stuff. That game is really rushdown oriented, it's really aggressive and rude ( Very ironical judging from how that game looks, but trust me, you need to check it out by yourself) so if you are mainly an street fighter player you will probably not like that game, it's fast paced but not as much as melty blood, i would say it's just as fast paced as KOF is. and that's the reason why i loved the gameplay (from the competitive play point of view) of it even if it is a way more easier to play game than king of fighters.

About a year ago some fighting game elitist dude was like "Go play true fighting games noob, go play kof, i would moop the floor with you" just because i posted a combo video of the touhou game, we ended up playing against each other at King of fighters 98 and king of fighters 2002 on supercade, the guy was "decent" and really overconfident and cocky but in the end he couldn't stand a chance, he got caught off guard by judging people like that, didn't take it personal myself but it's quite an interesting story.
i don't consider myself a pro because that would sound really cocky, i am just an above average player at KOF and since i got to this level i learned to give "party fighting games" a chance, i would gladly accept any matches for any of those 2 games just to prove my point a little further, but that's is just my opinion.

    

Good mugen full games

 January 16, 2014, 02:25:51 pm View in topic context
 Posted by luis2345  in Good mugen full games (Started by luis2345 January 16, 2014, 02:25:51 pm
 Board: M.U.G.E.N Discussion

There are a lot of full games out there but which ones you consider them as "Really good" full games

What do you like about them and what makes you delete or keep a fullgame?


For me i consider KOF Zillion and Blackheart as good full games, because of the consistency of gameplay between characters and the original characters.
What makes me delete a full game is to spot for example: A MvC ryu , Street fighter 3 ken and Cvs chunli in the same street fighter fullgame.
Among other things like: some characters can reset juggles and others not, some characters having the Cvs bars while most of others not, rare akuma with a different name, etc.
What makes me keep a fullgame is when it has really good music, most of the cases i end moving the sound folder somewhere else.
    

Kara-Cancelling? [KOF]

 January 14, 2014, 08:29:08 pm View in topic context
 Posted by luis2345  in Kara-Cancelling? [KOF] (Started by luis2345 January 14, 2014, 08:29:08 pm
 Board: Development

Kara-cancelling is a glitch conserved as a feature mostly used in Street Fighter

But it is also present in KOF in a slightly different way

I am not talking about whiff cancels,  kara-cancels is when you cancel moves before the first frame even comes out. You basically cancel out of "frame 0"

How i know it exists in kof:

For example, take Angel from Kof 2002.
Her Standing Light Kick is not cancelable unless you are in max mode, if you cancel from there she flashes in white which proves that move is not cancelable normally into special moves.

But. there are combos where you actually cancel the Standing Light Kick into any special move (Commonly the B,F + Kick move)
So how they do that if that's not possible to do? Is it a link? No it is not a link, not even perfect a frame perfect one because i tested it frame by frame in an emulator, the hitstun is not enough, you NEED to cancel from it to combo.
So what they do is, since the standing light kick is only cancelable into itself and crouching light kick you have to do this:

1- Hit with the standing light kick.
2 - Cancel it into itself.
3 - Input any special move exactly before the second light kick comes out (It IS frame perfect)

When you do that , the first frame of the second light kick doesn't even show up, the first frame to show up is the special move's first frame, basically you are cancelling in "frame 0"
So basically kara-cancels work exactly the same as in Street Fighter 2  (But not like in street fighter 3 as far as i know)
Tested all of this with an emulator frame by frame.

It would seem like a very insignificant feature, but KOF is all about details and this feature is actually the secret for many combos.


How do i implement that feature in MUGEN? By setting ctrlset to 1 when time < 1 ? I am sure there's a more accurate way.


    

Re: Giving a Helper a random position in the screen?

 January 06, 2014, 10:58:31 am View in topic context
 Posted by luis2345  in Giving a Helper a random position in the screen? (Started by luis2345 January 04, 2014, 01:27:46 pm
 Board: M.U.G.E.N Development Help

A simple posset at time=0 with
Code:
X = -320 + random%641
should work, no ?

This would have to be modified for Mugen 1.0/1.0, to take into account screenwidth and stuff, but it's basically the same thing.

Thanks cybaster, that made it work exactly how i wanted it to
    

Giving a Helper a random position in the screen?

 January 04, 2014, 01:27:46 pm View in topic context
 Posted by luis2345  in Giving a Helper a random position in the screen? (Started by luis2345 January 04, 2014, 01:27:46 pm
 Board: M.U.G.E.N Development Help

I want a helper to be created in a random position in X but without it getting offscreen.
How do i do that?