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Messages by Bloodly

    

Re: Proto/Golden Silver.

 November 07, 2007, 04:23:49 pm View in topic context
avatar  Posted by Bloodly  in Proto/Golden Silver. (Started by Bloodly October 31, 2007, 09:15:05 pm
 Board: Projects

The issue is apparently one of GETTING the sprites in the first place.

There are only a few spritesheets avalible.

Anyway, I'm reaching the limits of what I can do.  I'm willing to send out Proto Silver(I.E, No orbs), if people are willing to test it.  I need to get an informed opinion on the balance of the character.

Preference would be to e-mail it directly. 
    

MUGEN, and music.

 November 06, 2007, 03:50:13 pm View in topic context
avatar  Posted by Bloodly  in MUGEN, and music. (Started by Bloodly November 06, 2007, 03:50:13 pm
 Board: Development

I wonder....

Is there any way for MUGEN to recognise a specific match-up, and play a chosen piece of music, without resorting to triggers in the characters?

Example:

I want 'Before Moon' as Sagat's theme if fought....UNLESS the character is Ryu, in which case I want the boss theme from Alpha 2(a more dramtic version of Sagat's theme) to cue up.
    

Re: Proto/Golden Silver.

 November 06, 2007, 02:11:30 pm View in topic context
avatar  Posted by Bloodly  in Proto/Golden Silver. (Started by Bloodly October 31, 2007, 09:15:05 pm
 Board: Projects

It's more than a mere lookalike.  It's effectively the same character.  The story's different(One's a world destroyer(Gunstar), the other's a robo-general(Guardian)), but the moves and style are pretty much the same.  The Guardian Heroes one only has two more moves than the Gunstar version(The air laser beam and his flying charge), and the gems have different effects, mimicing the player's weapon types(Gunstar) rather than being elemental+Physical(Guardian).  It's....hard to know what to call it.  He's hardly a main villain like Kanon(despite being in the intro sequence), but he's more than 'just' a cameo.

...Work has stalled, somewhat.  I'm close to finishing, but my own crappiness at sprite-work has me stuck, and I need the sprites to continue.
    

Re: Multiple hits, with few HitDefs.

 November 02, 2007, 01:08:56 pm View in topic context
avatar  Posted by Bloodly  in Multiple hits, with few HitDefs. (Started by Bloodly November 02, 2007, 12:53:23 pm
 Board: M.U.G.E.N Development Help

Not quite.

I'm looking for multiple hits in one frame of animation, if that's possible.  The move is a beam of energy from the sky(Spawned by a Helper).  I want the thing to be hitting, and have the potential to hit, for the duration of the main beam(the last frame).

Though that code will be useful for the hits before the frame I'm after(As it appears), so thank you for that.
    

Multiple hits, with few HitDefs.

 November 02, 2007, 12:53:23 pm View in topic context
avatar  Posted by Bloodly  in Multiple hits, with few HitDefs. (Started by Bloodly November 02, 2007, 12:53:23 pm
 Board: M.U.G.E.N Development Help

Hi.

The title says it all, really.

I want to have multiple hits in a move, using few HitDefs.  This is because the move is meant to hit a high number of times if they're caught in it.

There seems to be no way to keep a HitDef active based on, for instance, time.

Help?
    

Re: Proto/Golden Silver.

 November 01, 2007, 01:31:18 pm View in topic context
avatar  Posted by Bloodly  in Proto/Golden Silver. (Started by Bloodly October 31, 2007, 09:15:05 pm
 Board: Projects

Yes, I'm trying to make him accurate to Guardian Heroes as possible.  This will likely recieve calls of 'cheap', especially if the 'Dirty Trick' goes in.  This is not only true, but accurate-Guardian Heroes has a lot of 'cheapness'.

The afterimages are part of this(Shoulder Crush and Telportation Punch(The Weak version-I've only put them on the strong because I can't figure a way to copy his invisibility without putting 'empty frames' into the animation, and I'm using the same animation as the weak.  So, basically, it's laziness on my part: I don't want to make another animation) had afterimages)....Unless you mean on the projectile?

....No sounds, currently.  I'll need to look around and find them.  I don't rate my chances very highly.  Understand that I don't emulate, and I have no means to get such files off the game CD.

....Waitaminute.  He showed up in Advance Guardian Heroes?  Or are we talking general sounds, here?
    

Re: Proto/Golden Silver.

 November 01, 2007, 07:31:44 am View in topic context
avatar  Posted by Bloodly  in Proto/Golden Silver. (Started by Bloodly October 31, 2007, 09:15:05 pm
 Board: Projects



Just standing.



Start of the crouching Hard Attack projectile.



End of the Shoulder Crush System.



The Teleportation Punch System.  This is the strong version.
    

Re: Mugen on Windows 3.11... Possible?

 October 31, 2007, 10:46:04 pm View in topic context
avatar  Posted by Bloodly  in Mugen on Windows 3.11... Possible? (Started by Not Bastard Renzo F September 08, 2007, 08:21:33 am
 Board: Projects

I think he wants your stage to show a mugen fight happening in a window...does mugen even work on 3.1.1?

The thing was made for DOS first.  There's....no reason why it SHOULDN'T.
    

Re: Proto/Golden Silver.

 October 31, 2007, 10:01:25 pm View in topic context
avatar  Posted by Bloodly  in Proto/Golden Silver. (Started by Bloodly October 31, 2007, 09:15:05 pm
 Board: Projects

...And I just shut the comp DOWN....one minute.

....

...

...And...I can't remember how to do screenshots, and the documents don't help.  Figures.  Do 6 without realising, then when you NEED/WANT to....*grumbles*

Anyway....Silver comes up to Kung Fu Man's height, discounting the hair.  When crouching, he's at about the height of KFM's lower fingers.  If that helps.
    

Re: how to add special abilities to characters?

 October 31, 2007, 09:28:11 pm View in topic context
avatar  Posted by Bloodly  in how to add special abilities to characters? (Started by VicViper_Mk2 October 30, 2007, 12:09:29 pm
 Board: Development

Except the wretched things are of little actual HELP to the beginner.  It's just an infodump.

The tutorial tries, but the best help you can get is this:

LOOK AT KUNG FU MAN.

Looking at the notes included in his CMD and CNS file gives you far more help than anything else.
    

Proto/Golden Silver.

 October 31, 2007, 09:15:05 pm View in topic context
avatar  Posted by Bloodly  in Proto/Golden Silver. (Started by Bloodly October 31, 2007, 09:15:05 pm
 Board: Projects

     

I've done enough work on this that I feel I can/should post.  First character ever.

Progress report on P/G.Silver.

Gems: Not even thinking about it until P.Silver is finished. The matter will be very complicated.
Light Attacks: Neutral attacks(Stand, Crouch, Jump) done(visual effects still need work), forward attack(He only has one for Stand) still to finish.
Heavy Attacks: Jump currently an unknown(I'm not sure what to do there), Neutral Done, Crouching+projectile done(Projectile animation taken from sprites from Gunstar Heroes).
Specials: Teleportation Punch System(Both versions, though the strong version doesn't mimic the look of the Guardian Heroes one), Shoulder Crush System, Dynamic Crush System done.
Hypers(AKA Supers): Done, though loooks shoddy.
Misc: Dash Attack, Air Dash+attack, Dodge done, being hit animations stil need to be dealt with completely, no intro or win poses yet. Considering a 'dirty trick', if I can pull it off: Hop into/out of the background, with it costing Super Energy to stay back there. Probably have that as optional.
    

Re: Golden Silver: More coding problems.

 October 30, 2007, 10:19:38 pm View in topic context
avatar  Posted by Bloodly  in Golden Silver: More coding problems. (Started by Bloodly October 30, 2007, 09:46:12 am
 Board: M.U.G.E.N Development Help

the parent would have to detect the helper state and say a variable within it getting lowered and remove life based on that.

Detect that the thing is being hit, and drop life based on that, perhaps?

Yes, I ask a lot.  It can't be helped: accuracy is important.  G.Silver isn't G.Silver without the gems.  And I'm not willing to consider it till the rest is done: my first abortive efforts to even generate ONE gem floating above his head warned me off.(If you must know, I ended up accidently:

1. replacing Silver with the gem sprite.
2. creating a horde of Silver clones in the stand state, not doing anything.

Strange stuff.)

Anyway, a far easier, yet more important request has come up.

Art.

Simply put, the sprite sheet I'm using (http://sdb.drshnaps.com/sheets/Misc/Misc/Other/GHGoldenSilver.PNG) is somewhat incomplete, as I see it.  Most glaring is the lack of frames for Air Heavy Attacks, and his 'falling from attack/lying down' sprites.

Can you suggest or create replacements?  Without the proper frames to plug in for the required animations, the character will be permanently buggy.
    

Re: Golden Silver: More coding problems.

 October 30, 2007, 05:00:20 pm View in topic context
avatar  Posted by Bloodly  in Golden Silver: More coding problems. (Started by Bloodly October 30, 2007, 09:46:12 am
 Board: M.U.G.E.N Development Help

Ah, you're familiar with it.  4, actually.

The problem is compounded by the fact that not only do the gems need to:

1. be permanent unless their master dies
2. follow him properly
3. be able to move to enemies, attack(And their ways of attack are varied), then return, and
4.be hittable

...they really need to have a Defence value seperate from their master. 

The way it works is this: Golden Silver is nigh-immune to normal attacks.  It's not that they're not hitting him, but the damage is minimal.

Hit the gems, and you do normal damage.  Of course, they're a small target.

....Possible? 

With everything else, I've been able to guess, but this....The most I can figure is using negative lifeadds whenever the gems are hit-assuming hitting helpers doesn't wound the 'Master' normally.  But that could be fiddly.  Would allow me to keep beam attack from being Instant Win, though...

Ah, well.  Ponder it if you like.  At least Proto Silver(Without the gems, and normal defences-basically your standard fighter) is doable.  I'll be happy enough with that, should I manage it.  I'm pretty close now.  The real problem is what to do about lying down/falling from attack sprites-there aren't any on my sprite sheet, and those I have aren't really suitable even with cut+paste work.
    

Re: Golden Silver: More coding problems.

 October 30, 2007, 02:09:33 pm View in topic context
avatar  Posted by Bloodly  in Golden Silver: More coding problems. (Started by Bloodly October 30, 2007, 09:46:12 am
 Board: M.U.G.E.N Development Help

Anjel cracked it.  Embarrassing, really.  I read the docs several times trying to work out what was wrong, but never did I really notice the syntax of the Vel command-possibly because in the statedef it's similar, but different(You don't have to put X = or Y =).   Maybe I thought it was 'either/or'.

Thank you to both of you.

...You'll be hearing from me concerning this character again, in time.  There are...more complicated elements in this character than what I've asked about.
    

Re: Golden Silver: More coding problems.

 October 30, 2007, 12:37:58 pm View in topic context
avatar  Posted by Bloodly  in Golden Silver: More coding problems. (Started by Bloodly October 30, 2007, 09:46:12 am
 Board: M.U.G.E.N Development Help

I....Don't know, actually.  I use Fighter Factory, and don't mess with text editing except with the coding, which is also done in it. 

....I remember an 'Edit Action in TXT' option.  I'll get what it says.

*Goes*

*comes back*

Well, I had to open the AIR file direct(The 'Edit Action in TXT' option doesn't have editing options like Cut and Paste) but here it is.

;Charge-2
[Begin Action 1011]
Clsn2: 2
  Clsn2[0] = -22, -35, 25, 1
  Clsn2[1] = -21, -68, 30, -33
1010,0, 0,0, 30
Clsn1: 1
  Clsn1[0] = -11, -72, 41, -5
Clsn2: 1
  Clsn2[0] = -14, -73, 33, -14
1010,1, 0,0, 5
Clsn1: 1
  Clsn1[0] = -11, -74, 41, -6
Clsn2: 1
  Clsn2[0] = -14, -73, 33, -14
1010,1, 0,0, 5
Clsn1: 1
  Clsn1[0] = -11, -72, 42, -7
Clsn2: 1
  Clsn2[0] = -14, -73, 33, -14
1010,1, 0,0, 5
Clsn2: 1
  Clsn2[0] = -13, -75, 36, 0
1010,1, 0,0, 1
    

Re: Golden Silver: More coding problems.

 October 30, 2007, 11:48:47 am View in topic context
avatar  Posted by Bloodly  in Golden Silver: More coding problems. (Started by Bloodly October 30, 2007, 09:46:12 am
 Board: M.U.G.E.N Development Help

It's a fast, long-range move(Covers a screen's length-more, actually) in the source(Guardian Heroes).  I can adjust it(mess with animation time and velocities) AFTER I get the thing WORKING.

There's more code, but it's mostly HitDefs for those frames which are attacks(Frames 2, 3, and 4), and a final command to get it to change to state 50 when it hits Frame 5 and give back control(the move ends in the air-only a little, but enough to allow an air dash).  All copy-paste with changes from the upward.  These two are the only controls on the movement.

The move itself starts on the ground, and I want it treated as ground till the 'launch'.

....Can you tell I'm a newbie to all this?  This is my first character.

Hmm....get it to change it's state on the launch frame....maybe...
    

Re: Golden Silver: More coding problems.

 October 30, 2007, 10:24:51 am View in topic context
avatar  Posted by Bloodly  in Golden Silver: More coding problems. (Started by Bloodly October 30, 2007, 09:46:12 am
 Board: M.U.G.E.N Development Help

Tried N: No change.

Tried A: the command fails outright(Doesn't even start, state doesn't change.)

What's odd is the code is copy-pasted from a similar move where he goes upwards, and that move works fine-it too is set to 'S' physics.  The difference is that the first Velset in the statedef has a number in it, because he moves instantly. 

This one has it set to 0, 0, because I want the movement to start on the second frame, with the VelAdd command, which didn't exist with the upward attack.
    

Golden Silver: More coding problems.

 October 30, 2007, 09:46:12 am View in topic context
avatar  Posted by Bloodly  in Golden Silver: More coding problems. (Started by Bloodly October 30, 2007, 09:46:12 am
 Board: M.U.G.E.N Development Help

Observe the following.



What I want done sounds simple enough.  After the first frame(The start-up), I want him to launch himself forward(and slightly up).

He's not doing so.  He does the animation, but he's not moving at all.

Here's the relevent code:

[Statedef 1011]
type = S
movetype = A
physics = S
anim = 1011
velset = 0, 0
sprpriority = 2
juggle = 4
ctrl = 0
poweradd = 50

[State 1011, 2]
type = VelSet
trigger1 = AnimElem = 2
value = 25, -2

Can you think of what the problem could be?  What I need to add/change?  God forbid, a better way of doing it?

Thank you for your time.
    

Re: Lord Zedd

 October 28, 2007, 11:20:12 am View in topic context
avatar  Posted by Bloodly  in Lord Zedd (Started by Error Macro October 26, 2007, 03:26:33 am
 Board: Projects

Zedd's staff shoots lightning.  That lightning has some pretty extreme range, as I recall him firing it FROM THE MOON.

Thus, a hyper idea:

Zedd warps out, and lighting strikes semi-random locations, trying to home in on the target's position.  Or have a continous seeking bolt/stream for a time.
    

Re: Golden Silver-Dodge Code.

 October 28, 2007, 11:09:35 am View in topic context
avatar  Posted by Bloodly  in Golden Silver-Dodge Code. (Started by Bloodly October 27, 2007, 09:41:27 pm
 Board: M.U.G.E.N Development Help

The matters raised have been resolved.  Both of them.

Requesting deletion.