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Bannana

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Messages by Bannana

    

Re: Issues with scaling and positioning

 January 25, 2013, 01:08:55 am View in topic context
 Posted by Bannana  in Issues with scaling and positioning (Started by Bannana January 24, 2013, 06:18:11 am
 Board: M.U.G.E.N Development Help

type = modifyexplod
triggerall = teamside = 1
TriggerAll = Roundstate >= 0
Trigger1 = Var(47) >= 0


trigger1 = time%1 = 0  <<<<<<<<<, try adding this to it. It should make mugen check it every tic of the game if it doesnt automatically.
This trigger fixes the scaling issue (it's just just like trigger = 1 I assume)(and I was about to make a video showing the issue too, so that saves me time).
I tried something similar earlier with gametime, but I probably messed up the ticks for it to check.

As for Pos, adding the PosType didn't change positioning based on the formula, but I don't want to assume that pos can't calculate formulas at all just yet.
    

Re: Issues with scaling and positioning

 January 24, 2013, 07:46:06 am View in topic context
 Posted by Bannana  in Issues with scaling and positioning (Started by Bannana January 24, 2013, 06:18:11 am
 Board: M.U.G.E.N Development Help

I dislike helper's x,y scaling function and I dislike helper for bars in general.
The problem is scaling is of the utmost importance because the bar itself is one of the crucial factors of the system (http://www.youtube.com/watch?v=jcsZqL2vpRU&t=43s) and the bar provides an important indicator of your balance (it's a really complex mechanic and I'd rather not explain it, but the lower your balance the easier it is for you to be grabbed, put into submissions, etc.). Without the bar the character is literally just a button remapping and I've really done nothing to emulate the game.

I was thinking of adding a trigger to cross-check the var with the explod, but it's my last resort because it requires me to code a scale for every integer from 2 to max (which can either be 120, 160, or 200 based on the size of the bar).
This would be much easier if modifyexplod was working, but I don't understand why it won't work with me.
Spoiler: the modifyexplod code I have tried (click to see content)
    

Re: Issues with scaling and positioning

 January 24, 2013, 06:49:34 am View in topic context
 Posted by Bannana  in Issues with scaling and positioning (Started by Bannana January 24, 2013, 06:18:11 am
 Board: M.U.G.E.N Development Help

I've tried modify for positioning, velocities and scaling at one time or another but it doesn't seem to want to work in the -2 states.
    

Issues with scaling and positioning

 January 24, 2013, 06:18:11 am View in topic context
 Posted by Bannana  in Issues with scaling and positioning (Started by Bannana January 24, 2013, 06:18:11 am
 Board: M.U.G.E.N Development Help

So I have two problems wracking my brain at the moment. The first has to do with the explod recovering from scaling, the second has to do with positioning based on the variable. Hope you don't mind so much information in one post, I didn't want to make two threads.

The first issue is mostly visual. The explod shrinks when the var decreases perfectly; however, when the var increases as recovery, the explod does not grow in real time, but if you move it will fix itself (in the system movement causes the bar's position to move along with you, which essentially removes the explod and replaces it with a new one. Once you return to the standing state the movement explods are removed and the explods for standing are recreated. When they're recreated the explod has grown to the size it should be based on the var's value.)

I'm not totally sure why it doesn't update in real time (the var increases by 2 every 2 seconds), but when I remove "Trigger1 = NumExplod(8002) = 0" it overlaps BUT does grow 4 times before stopping completely (explod limit I assume).

I've tried removing the explod every 2 seconds so that the -2 explod state will recreate it to see if it would update in real time, but that unfortunately seems to not be working.

I want to assume that the NumExplod trigger is the main issue, but I need that to make sure that the explod doesn't get created every tick.


My second issue is with pos shifting. I assumed the Pos can work like Scale where it can shift depending on a var. I wrote in a formula as a check to see if it worked as I thought (I don't know if the formula is accurate because the bar isn't moving, so ignore values you mind not like):


The goal is for the bar to shift when the var decreases so that it always is centered to recreate scaling towards the center as opposed to how MUGEN scales explods in one direction (depending on which side you're facing)

(if it's possible to scale towards the center please tell!)

Here is the code for my explod. The scaling formula works perfectly, the pos does not
Spoiler, click to toggle visibilty
    

Re: MvC Link - RELEASED

 January 23, 2013, 08:44:06 am View in topic context
 Posted by Bannana  in MvC Link - RELEASED (Started by AxKingsXRevengeX January 23, 2013, 03:43:00 am
 Board: Your Releases, older Mugen

Non-gameplay issues I have:
-Your AIR is really big and messy and twice the size it could be because you left all the silver surfer sprites and animations in. I don't know why they're there (for all I know you could be editing in FF), but it really does add to the size of the file. :/
-Your CLSNs aren't constant. Some are multiple boxes, some are one box, some are WAY off from the sprite body


As a matter of fact, there are so many bad CLSN I could fill my post with their pictures and just use that as feedback (you're lucky because I WOULD do this if Jay Leno wasn't on right now). You really need to take some time and fix em up.
-HOLY SHIT I SCROLLED THROUGH THE AIR AND I SAW GALACTUS AND SHIT MY PANTS

Looking through this and seeing the CLSN, I almost want to assume this is an animation swap because I have never seen CLSN this poorly done since I made mine spent my time downloading orochi characters from esnips.
    

Re: Crow

 January 23, 2013, 03:08:30 am View in topic context
 Posted by Bannana  in Crow  (Started by Astral-kun January 23, 2013, 02:49:59 am
 Board: Projects

Just wondering, what's with the "if not enough source sprites" part?

You should go through the sprites ahead of time and mark which you're going to use for what. It streamlines the sff and air compiling process because you have all your resources checked.
    

Re: Bad created mugen charachers

 January 23, 2013, 02:59:11 am View in topic context
 Posted by Bannana  in Bad created mugen charachers (Started by DuckSS Farm December 23, 2012, 06:19:31 pm
 Board: M.U.G.E.N Discussion

"hur i'm anti-everything thats in normal fighting games look i made king of fighters character with poorly implemented melty blood mechanics"
    

Re: Bad created mugen charachers

 January 23, 2013, 01:31:22 am View in topic context
 Posted by Bannana  in Bad created mugen charachers (Started by DuckSS Farm December 23, 2012, 06:19:31 pm
 Board: M.U.G.E.N Discussion

Touhou depends on the creator really.

RicePigeon does a good job keeping it balanced for a fighter, but a lot of the japanese creators really fuck it up.
    

Re: characters with custom bars

 January 22, 2013, 02:34:04 am View in topic context
 Posted by Bannana  in characters with custom bars (Started by Bannana January 22, 2013, 02:02:06 am
 Board: Requests

Wouldnt GokuZ2 count in a way because of his Spirit Bomb energy?
I've never played any of these Z2 characters (haven't been doing anything mugen related since I think 2010), how does the Spirit Bomb energy work?
    

characters with custom bars

 January 22, 2013, 02:02:06 am View in topic context
 Posted by Bannana  in characters with custom bars (Started by Bannana January 22, 2013, 02:02:06 am
 Board: Requests

Not really a specific request per se, but a request nonetheless.

I need characters that have custom bars that aren't based on life or power, but variables.
I'm working on a variable based custom bar and I've run into some snags. I don't want to ask about it because I'd rather figure it out on my own.

The only ones I have are BBB characters by 9; however, I need other sources to see working bars in practice because I've pulled apart what 9 did and what he coded doesn't necessarily translate to what I'm trying to do (mostly based on the fact he set up his variable triggers in a completely different way than I want mine set up, so his method doesn't work well for me).
    

Re: Bad created mugen charachers

 January 21, 2013, 02:41:31 am View in topic context
 Posted by Bannana  in Bad created mugen charachers (Started by DuckSS Farm December 23, 2012, 06:19:31 pm
 Board: M.U.G.E.N Discussion

How can you hate Girru? :<
    

Re: Bad created mugen charachers

 January 20, 2013, 09:50:51 pm View in topic context
 Posted by Bannana  in Bad created mugen charachers (Started by DuckSS Farm December 23, 2012, 06:19:31 pm
 Board: M.U.G.E.N Discussion

I actually wish we had more SSJ characters that were screwed up.

I have 30+ orochi characters and only maybe 12 SSJ
    

Re: What would you like to see more of in MUGEN videos?

 January 20, 2013, 01:55:04 am View in topic context
 Posted by Bannana  in What would you like to see more of in MUGEN videos? (Started by rukifellth January 18, 2013, 12:48:29 am
 Board: M.U.G.E.N Discussion

After consideration, I've decided that I want to see more AI exploit videos.

Because MINDGAMES.
Heh, I remember when Judgespear had that shitty forum where people fucking loved chars with AI and then Insanius made vids where he exploited AI patterns and they threw a shitfest over it because he wasn't "playing fair."

Hilarious since that same forum threw collective bitch fits over Don Drago's Geese and Sander's Wolverine because their AI cornholed them with no lube.
I actually don't remember that, or really anything else going on in that forum outside of the various circlejerks.

The only thing I remembered is that it was a youtube hivemind and despite how much they hated that favic dude my brother somehow had lower "karma" (wtf was that stuff anyway?) than he did.
    

Re: What would you like to see more of in MUGEN videos?

 January 18, 2013, 07:04:34 pm View in topic context
 Posted by Bannana  in What would you like to see more of in MUGEN videos? (Started by rukifellth January 18, 2013, 12:48:29 am
 Board: M.U.G.E.N Discussion

    

Re: What would you like to see more of in MUGEN videos?

 January 18, 2013, 08:18:31 am View in topic context
 Posted by Bannana  in What would you like to see more of in MUGEN videos? (Started by rukifellth January 18, 2013, 12:48:29 am
 Board: M.U.G.E.N Discussion

    

Re: What would you like to see more of in MUGEN videos?

 January 18, 2013, 06:42:40 am View in topic context
 Posted by Bannana  in What would you like to see more of in MUGEN videos? (Started by rukifellth January 18, 2013, 12:48:29 am
 Board: M.U.G.E.N Discussion

    

Re: What would you like to see more of in MUGEN videos?

 January 18, 2013, 04:50:08 am View in topic context
 Posted by Bannana  in What would you like to see more of in MUGEN videos? (Started by rukifellth January 18, 2013, 12:48:29 am
 Board: M.U.G.E.N Discussion

    

Re: What would you like to see more of in MUGEN videos?

 January 18, 2013, 03:16:16 am View in topic context
 Posted by Bannana  in What would you like to see more of in MUGEN videos? (Started by rukifellth January 18, 2013, 12:48:29 am
 Board: M.U.G.E.N Discussion

I thought that was his "mercy". If he landed too much on you, he'd stand still and let you hit him. Then again, I think PotS removed that in the 1.0 update. His AI is in bad needing of updating, since he's far too predictable and barely fights like he used to.
I wouldn't call it mercy because to me it flat out broke and let you win the round.


BTW Laharl, DC is easy shit, I'll record a video using my Silber (a limited mobility character) to show you.
    

Re: What would you like to see more of in MUGEN videos?

 January 18, 2013, 03:09:01 am View in topic context
 Posted by Bannana  in What would you like to see more of in MUGEN videos? (Started by rukifellth January 18, 2013, 12:48:29 am
 Board: M.U.G.E.N Discussion

    

Re: Return value of p2's var?

 January 17, 2013, 08:56:07 am View in topic context
 Posted by Bannana  in Return value of p2's var? (Started by Bannana January 17, 2013, 08:23:15 am
 Board: M.U.G.E.N Development Help

Ah, so "target" works then, thanks very much.

It's not a fullgame, but to cut down on any bugs/strange mistakes because of overlap, nearly the entirety of the system is restricted to specific character names for characters that use the system.