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.

****
ESFAndy011 is Offline
Contact ESFAndy011:

ESFAndy011

Contributor

Messages by ESFAndy011

    

Re: Ikemen GO Plus

 October 29, 2018, 10:23:47 pm View in topic context
 Posted by ESFAndy011  in Ikemen GO Plus (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Right, I've looked around and haven't found any posts about this problem: has anyone had issues with stage sprites scaling/stretching as you zoom out, like what happens with Ikemen v0.3 Plus? (For those who don't know, this seems to always happen with sprites that have an X delta different to a Y delta).
    

Helpers/Explods going behind stage sprites? Possible?

 October 22, 2018, 11:00:58 pm View in topic context
 Posted by ESFAndy011  in Helpers/Explods going behind stage sprites? Possible? (Started by ESFAndy011 October 22, 2018, 11:00:58 pm
 Board: M.U.G.E.N Development Help

Before reading further, I realize this is somewhat of an IKEMEN problem, but I still wanted to know if there is a way to do this using MUGEN features.

So yeah, I know it's a weird thing to even suggest (refering to the title), but we're seriously tempted to switch over to IKEMEN plus 0.3... however, there is a problem: certain delta values make stage sprites stretch horizontally or vertically as the screen zooms out. Yes, we could disable zoom, but we feel that would affect our game negatively.

Fortunately, I was able to concoct a way to emulate delta for stage elements by having them as helpers. One invisible helper (parent helper) would be placed at the position of the desired stage sprite and left alone there, while the other (child helper) would "posset" at the first helper's position, multiplied by the desired delta value. I was very happy with the results (I did this with some floating lamps in the dark temple stage) until I realized that I wouldn't be able to apply this with background elements that would inevitably "bump into" the ground, edges, etc. without overlapping them.

Unless, of course, as the title suggests, there is a way to have them go behind stage sprites.. somehow. I tried giving the helpers sprpriority -5, along with layerno set to 0 and 1 for the stage sprites. 0 is the default so it does nothing, while 1 overlaps all character sprites, so no luck. I would seriously rather avoid having to turn "everything" into explods/helpers, primarily because of the floor.

Any ideas?
    

Re: Grab Error

 June 08, 2018, 08:39:54 pm View in topic context
 Posted by ESFAndy011  in Grab Error (Started by Plum June 07, 2018, 04:42:00 am
 Board: M.U.G.E.N Development Help

No disrespect intended and not to be nitpicky, but since he's quite new at this, I feel like you should clarify he needs to use ChangeAnim2, not ChangeAnim.
    

Re: Grab Error

 June 07, 2018, 08:29:22 pm View in topic context
 Posted by ESFAndy011  in Grab Error (Started by Plum June 07, 2018, 04:42:00 am
 Board: M.U.G.E.N Development Help

This is a localcoord issue with the throw. It seems like P1, the one doing the throw, is regular size, and the victim is hd.
When P1 throws P2, P2's sprites are considered to be P1's. P1 isn't HD so mugen sizes the pixels at full size instead of shrinking them.
Altoid worked out a fix for this with Jailbot I believe.

I'm... confused by this. I mean I got several characters here in MKvsSF scaled at different values and I don't see P2 states getting rescaled at P1 values. Unless you yourself declare a scale value through AngleDraw or something, I don't think P2 should rescale.

The Ctrl+D was a godsend, thanks. :3

Action ID: 24061 and 23061
State No: 6008

The Victim is using 18200 and 18210 and so is the Athena.

Oh, did you mean to copy the cns of the one whose sprites were growing huge? Or the attacker?

Also, the one doing the attack, their cns is in japanese if that matters.

What I meant is, after seeing what the states are from debug mode, post the states from the .cns file. Post everything related to Statedef 6008, Statedef 18200 and Statedef 18210.

In fact, if you're having too much of an issue locating them or don't know how much exactly to post, post the entire .cns file.
    

Re: Grab Error

 June 07, 2018, 06:07:43 am View in topic context
 Posted by ESFAndy011  in Grab Error (Started by Plum June 07, 2018, 04:42:00 am
 Board: M.U.G.E.N Development Help

Right, you need to read up on the docs, generally speaking. Other than that, you can find out what state we're dealing with.

Launch up mugen, pick your character and a stage and begin a match. Once you've done this, hit Ctrl+D, which will enable Debug mode. On the lower left, you can see the state (the very bottom value) your character is in as they do something (standing around, moving, attacking, etc.). Find out what the state number is when they get scaled up like that (let's call it State X)

Once you've found the number, edit their .cns file and search for the line "Statedef x". That's where the state is. Copy it and post it here.

If you don't know where the state ends, it usually ends with a changestate or selfstate state controller.
    

Re: Grab Error

 June 07, 2018, 05:37:06 am View in topic context
 Posted by ESFAndy011  in Grab Error (Started by Plum June 07, 2018, 04:42:00 am
 Board: M.U.G.E.N Development Help

Who's getting scaled up? Your character or the victims? Depending on that, post the code of the corresponding state.
    

Re: Total Biscuit has passed away

 May 25, 2018, 05:33:18 pm View in topic context
 Posted by ESFAndy011  in Total Biscuit has passed away (Started by GTOAkira May 25, 2018, 01:12:21 am
 Board: All That's Left

    

Re: CVS Dudley Spritesheet by MaranCV

 April 16, 2018, 08:42:56 pm View in topic context
 Posted by ESFAndy011  in CVS Dudley Spritesheet by MaranCV (Started by ESFAndy011 April 12, 2018, 07:22:35 pm
 Board: Development Resources

Damn, sorry for not replying sooner.

Anyway, yeah, Buckus' Dudley is the one that has running sprites. This will be most useful!

Thank you both for the help! :)
    

Re: No hitsound when bomb hits the floor.

 April 14, 2018, 05:34:04 am View in topic context
 Posted by ESFAndy011  in No hitsound when bomb hits the floor. (Started by レオンハルト April 12, 2018, 11:25:56 pm
 Board: M.U.G.E.N Development Help

Sadly, you yourself are already seeing one of the cons of making a single projectile state controller. Helper projectiles just give you that much more versatility.

Just give it a hitdef and use the same conditions for an explod with the explosion animation and the playsnd, and include movecontact and the conditions I told you about.

If you get stuck with the helper, feel free to post the code right here and let us look into it.
    

Re: No hitsound when bomb hits the floor.

 April 13, 2018, 06:38:30 am View in topic context
 Posted by ESFAndy011  in No hitsound when bomb hits the floor. (Started by レオンハルト April 12, 2018, 11:25:56 pm
 Board: M.U.G.E.N Development Help

Movecontact refers to whenever your move makes contact with the enemy (whether it's a successful hit or a guarded move) or anything belonging to the enemy, such as a projectile. It does not refer to anything belonging to the stage. You also have movehit, which refers to a successful hit on an opponent, or moveguarded, which refers to the move being blocked.

To make the bomb play the sound, you need the following conditions:

-Make sure the bomb is traveling downward (vel y > 0).
-Make sure the bomb has reached the ground (pos y >= 0), 0 being the Y position for the ground.

So you would have something like this:

[State 1400, 2]
type = Playsnd
trigger1 = pos y >= 0 && vel y > 0
value = s1000,2
    

CVS Dudley Spritesheet by MaranCV

 April 12, 2018, 07:22:35 pm View in topic context
 Posted by ESFAndy011  in CVS Dudley Spritesheet by MaranCV (Started by ESFAndy011 April 12, 2018, 07:22:35 pm
 Board: Development Resources

Title says it all, I go to Maran's website only to find it frozen.

Anyone happen to have this sprite sheet or happen to know of a character using these sprites? At the very least, I'm after Dudley running sprites because I suck at sprite editing. Haven't had much luck finding CVS Dudley characters either.

Thanks in advance!
    

Re: PC Budget Build Issues

 February 02, 2018, 01:28:47 pm View in topic context
 Posted by ESFAndy011  in PC Budget Build Issues (Started by ESFAndy011 February 01, 2018, 06:48:06 pm
 Board: Off-Topic Help

Alright, awesome. Thanks to you both, you've been of tremendous help! And by all means, if there's any other tip you can think of adding in this thread, I am all ears, I love learning about this stuff (the budget PC world, you could say), especially considering I can't find the option to mark this as Solved.
    

Re: PC Budget Build Issues

 February 01, 2018, 11:52:42 pm View in topic context
 Posted by ESFAndy011  in PC Budget Build Issues (Started by ESFAndy011 February 01, 2018, 06:48:06 pm
 Board: Off-Topic Help

Yeah I found it weird too, considering I saw comparisons between the 650 and the A8's integrated graphics. The 650 beat it in every area, some more than others. I think you're right, we should be fine. Here's hoping we don't have to go back to the old build until he can get a new GPU lol.

Thanks for the help, man.

EDIT: Assuming the bottleneck does happen, would disabling, say, 2 cores in the BIOS help? Just a thought?
    

PC Budget Build Issues

 February 01, 2018, 06:48:06 pm View in topic context
 Posted by ESFAndy011  in PC Budget Build Issues (Started by ESFAndy011 February 01, 2018, 06:48:06 pm
 Board: Off-Topic Help

Hello.

So a friend of mine had a problem with his computer starting up, and it turns out that the heatsink for his integrated graphics had heated up and died. As a solution and as luck would have it, I had an old GTX 650 2GB that I had no use for lying around and it solved the issue.

However, the elephant in the room is that the GPU is sitting on a system which contains an old, somehow-still-alive AMD Athlon II x2 260. So needless to say, there is bottlenecking. He's happy as is, but something a little more "future-proof"(ish?) seems to be in order, and he agrees with me on this.

He's saving up money for a build I suggested, which is an FM2+ motherboard with an A8-7650k processor on it. That way, he keeps his DDR3 8GB RAM and we just move it over along with his HDD, GPU and PSU and put it all in the case he already has. Very cheap and efficient solution... right??

Welllll... thebottlenecker.com has told me that a "reverse" bottleneck will occur. I have honestly never seen anything like it. It's like 57% bottleneck average, in the sense that the CPU is way too strong for the GPU instead of the other way around. Until we can get the GTX 1050 TI, which is what we're really after and would cause no troublesome bottlenecking, he needs to save up after we build the rest first.

So, getting to the question: how bad would this be? What are the repercussions of having a CPU that "overpowers" the GPU to such extent? I have tried investigating this and all I ever find is the same old "processor sucks" discussions (the more common type of bottleneck).
    

Re: ai 3 hit combo won't work.

 January 13, 2018, 08:15:16 pm View in topic context
 Posted by ESFAndy011  in ai 3 hit combo won't work. (Started by mrgamer123 December 26, 2017, 10:04:31 pm
 Board: M.U.G.E.N Development Help

Thought I'd throw this in there just in case: comment the random < 200 triggeralls out until you're sure the combo is working. No reason to sit and wait for the 20% chance to happen. ;)
    

Re: [BETA v0.2.7 & v0.2.7.1] (Released)

 January 13, 2018, 07:38:12 pm View in topic context
 Posted by ESFAndy011  in [BETA v0.2.7 & v0.2.7.1] (Released) (Started by Chatman April 07, 2017, 12:49:41 am
 Board: MK vs. SF - Fight for the Universe

Hey guys, I've seen some models for Raiden and Ken MK vs SF style that ESFAndy made. What's wrong with them, are they gonna be in the game? Why aren't they yet?

Since we already had 2 shotos right off the bat, Ken seemed like "yet another shoto" for the roster. He is, however, deffinitely gonna be included at some point. As for Raiden, he is also planned later down the line (somewhere after 0.3). The thing about Raiden is that his version accurate to the MKvsSF1 flash wasn't very good (it was shit), so he is being improved on here and there, but we have yet to complete him.

se abandono liu kang para este proyecto?
English: Has Liu Kang been abandoned for this project?

I understand both spanish and english, but please write in english so that everyone can understand you. ;) Anyway, no. He will be included in 0.3, along with M. Bison.
    

Re: gaming news that don't deserve their own thread

 October 15, 2017, 06:04:38 am View in topic context
 Posted by ESFAndy011  in gaming news that don't deserve their own thread (Started by Titiln October 30, 2011, 05:13:58 pm
 Board: Gaming

So I got no source for this other than the video below, but I "found" a Nintendo Switch inside a taxi.

Apparently, this taxi service in Peru called "Easy Taxi" is putting Nintendo Switches on the back of the co-pilot's (or pilot's) seat for passengers to kill time during the ride. Fittingly enough, you get to play Mario Kart. The driver told me there were only 60 vehicles in existence in the company (for now?), featuring this, so I gotta say I got lucky.

I quickly looked up on youtube to see if there are any other companies (or countries for that matter) putting this in practice. Only found a video about Easy Taxi.



When my cell phone told me my cab arrived, I couldn't find it because I did not expect the car riddled with Mario, Luigi, Zelda, etc. drawings on it to be it. Even after entering the vehicle, it took me a good amount of seconds to realize what the hell was going on. The driver reaching out with the gamepad in hand was the icing on the cake.

Didn't really think this was anything "groundbreaking", but I thought I'd share this interesting little gem. Kinda clever, really.
    

Re: [BETA v0.2.7 & v0.2.7.1] (Released)

 September 28, 2017, 02:54:13 am View in topic context
 Posted by ESFAndy011  in [BETA v0.2.7 & v0.2.7.1] (Released) (Started by Chatman April 07, 2017, 12:49:41 am
 Board: MK vs. SF - Fight for the Universe

Okay, fixed the forceball bug as well now. :)
    

Re: [BETA v0.2.7 & v0.2.7.1] (Released)

 September 28, 2017, 02:22:09 am View in topic context
 Posted by ESFAndy011  in [BETA v0.2.7 & v0.2.7.1] (Released) (Started by Chatman April 07, 2017, 12:49:41 am
 Board: MK vs. SF - Fight for the Universe

Okay, a couple of questions:

-Which air forceball are you using when you uppercut an opponent into it (Reptile, last bug)?
-Which grab are you using? a+x or b+y?

EDIT:

NOTE: All the bugs that are missing in the following list are mostly Firelord's area!

-Fixed Scorpion not having a winpose
-Fixed "stun" animation from Chameleon's freeze attack
-Fixed Reptile's ground harpoon hurt animation
-Fixed Sagat's missing general sprites
-Fixed hurt animations for Ryu's and Akuma's Shinkuu Hadouken
-Fixed no damage bug from Chameleon's throw
-Fixed no damage bug from Kung Lao's super throw
-Fixed Chun Li's missing with neutral jump HP, also found other hitdef bugs and fixed those as well
-Fixed Reptile's Light Elbow linking into itself and restored it to its former purpose, where he used it to chain into normals
-Fixed Kung Lao's Diving Kick infinite (he can no longer hit standing opponents twice with Light Diving Kick if they are still stunned from the first one)
-Fixed Reptile's Rush Super issues with positioning and managed to force opponent to stand from air
-Fixed Chameleon's super in the corner
-Fixed Akuma's super in the corner

I'm still waiting to hear from you regarding the last displayed bug with the uppercut-forceball-grapple thing. In the meantime, Firelord will fix the rest and you let me know if you find anything else. After that, guess it's time for 0.2.7.1.2.

EDIT EDIT: Ninja'd
    

Re: [BETA v0.2.7] (Released)

 June 16, 2017, 04:45:19 pm View in topic context
 Posted by ESFAndy011  in [BETA v0.2.7 & v0.2.7.1] (Released) (Started by Chatman April 07, 2017, 12:49:41 am
 Board: MK vs. SF - Fight for the Universe

That's very flattering to hear... and from a fellow countryman, too. :) (Jeste, i ja sam srbin, ali zivim u Peru-u).

Happy to hear people enjoying our game. We're currently working on the bugfix patch and will proceed with 0.3 after that.