Posted by Bannana
in Buriki One Silber (now 1.0 compatible) (System complete) (Started by Bannana December 29, 2012, 07:23:07 amBoard: Your Releases, Mugen 1.0 +
Posted by Bannana
in Buriki One Silber (now 1.0 compatible) (System complete) (Started by Bannana December 29, 2012, 07:23:07 am
Posted by Bannana
in Buriki One system (Started by Bannana January 02, 2013, 07:08:43 am
Posted by Bannana
in Are my variables set up correctly? (Started by Bannana January 03, 2013, 11:22:44 am
Posted by Bannana
in Buriki One Silber (now 1.0 compatible) (System complete) (Started by Bannana December 29, 2012, 07:23:07 am-Even made in 1.0, you can use it in WinMugen deleting Seravy's AI code in CMD. Maybe you should put an option to disable it (a var sctrl) or simply a separate CMD with this deletedI could do a separate CMD for Winmugen, seeing how I still have my old impossible commands AI activation laying around.
-It feels strange the movement commands, I guess it fits better A for back and B for forward and not viceversa, IMOI do think you're right that it's strange. I could easily create extra CMD files for reversed controls. The weird thing is that when I first started making the system I guess I had my MUGEN set up so B was to the left of A. It makes no sense and I don't know why it's like that, because I set up the commands a long time ago.
-I guess I remember it was a third button for jump (but a little jump, like in 3D fighters as Tekken or DOA series), I'm not sure about it since has been years since I played B1I don't remember a jump and I never see it done in videos, so I'm playing it safe and ignoring jump.
-Forward in right side doesn't work (no matter if you're P1 or P2), it's like Silber stay in stand, moves a little and can't pass though the enemy like run/fwd move in left side. The only way to pass to left side is with Aussaugen or the opponent jumping to the other sideGenuinely I have no clue why that bug is happening for you. I've had that bug only when editing movement, but I've always fixed it and it's never occurred any other time.
-Moves in general are hard to perform, maybe some more ~ or less time in command section on CMD (or maybe both). I'm on a keyboard anyway, dunno if this happens with joypad, tooThe only move I forgot a ~ on was Aussaugen. Time for all specials is 20. Impale is 20, Brazilian Kick is 30, and Flying Axe Kick is 40. Not sure if that information is super useful, but in general I think playing on keyboard might be harder than on a pad or a stick.
-High Strike doesn't hit close to the opponentThat's the only intentional thing I've done that's on feedback lists. I just don't think that anything would happen if you hit someone with that part of your arm.
-Intro voices sounds like played infinite timesThis has been bothering me since I first put the sounds into the intros. I'm not sure why it sounds like that because the volume of those sound clips are the same as the volume of every other sound in the SND.
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190
[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 191 Sound 1]
type = PlaySnd
trigger1 = Animelem = 1
value = S190,0
[State 191 Sound]
type = PlaySnd
trigger1 = Animelem = 5
value = S490,0
[State 191]
type = EnvShake
trigger1 = Animelem = 5
time = 30
freq = 100
[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
-Criminal combo: close LowS + close MidS + Aussaugen + close MidS + Aussaugen = half of lifebarOnce I get my dampeners working that shouldn't be an issue. The only combos that should do that much damage are if you're lucky enough to cancel into a super.can be varied to make more damage with 6-7 hits
-Palettes don't work well, there're no changes on Silber colorsWhoops, ignore those for now. I meant to edit those and I needed placeholders for the act files so I just copied it and changed the name.
-A and B buttons should have walk/backwalk animations instead just run and backdash, and keep like that if you keep the button pressedMovement is still a tricky issue bug wise. I've tried fixing it 4 times and what holds it together is really delicate. I can eliminate 1 line of code and mess everything up. Eventually I do want to sort this out, but as of right now it's going to take a ton of trial and error just to figure out what I should change.
-Run/Dash should be done with Forward twice instead just once like Silber has
-Down should be normal crouch only (unprotected like stand)I added the block to crouch because it was a huge disadvantage to not have a crouch guard and I couldn't really put it anywhere else.
-Down-Back should be Dodge
-Up should do a little jump (just like in 3D fighters or Samurai Shodown 5)I think up could be jump, but I'm not sure how useful it would be. I could use it like a dodge to protect against sweep attacks, but that's all I can think of.
-Back and Up-Back should be Low and High GuardBack will eventually be high guard. As for the throw, this is because A+B was supposed to be block, but block seems to be hardcoded into holdback, so it didn't like the new command. I recycled the block command for grab because I couldn't find any other useful spot to put it in. The big issue is that you don't have to press both A+B, just of one them, and I'm not sure why.
-A and B close to opponent makes a throw, this doesn't appear in any of both readmes
Posted by Bannana
in Are my variables set up correctly? (Started by Bannana January 03, 2013, 11:22:44 am
Posted by Bannana
in Are my variables set up correctly? (Started by Bannana January 03, 2013, 11:22:44 am[State -2]
type = varset
trigger1 = (Roundstate = 2) && IsHomeTeam
;trigger1 = Roundstate = 2 && Teamside = 1
v = 41
value = 0
[State -2 calculate score for standard attacks](^I'm assuming this is wrong anyway because I haven't edited it really yet)
type = varadd
trigger1 = (P2stateno = [200,499]) && movehit = 1
v = 41
value = floor(gethitvar(damage)*1.08)
Posted by Bannana
in Are my variables set up correctly? (Started by Bannana January 03, 2013, 11:22:44 am[State -2]
type = varset
trigger1 = Roundstate = 2 && IsHomeTeam
;trigger1 = Roundstate = 2 && Teamside = 1
v = 40
value = 0
[State 7000, calculate score for standard attacks]
type = varadd
trigger1 = (stateno = [200,499]) && movehit
v = 40
value = floor(gethitvar(damage)*1.08)
[State 7000, calculate score for grabs]
type = varadd
trigger1 = stateno = 800 && movehit
v = 40
value = 300
[State 7000, calculate score for Special attacks]
type = varadd
trigger1 = (stateno = [1000,1999]) && movehit
v = 40
value = ceil(gethitvar(damage)*1.53)
[State 7000, calculate score for Super attacks]
type = varadd
trigger1 = (stateno = [3000,3999]) && movehit
v = 40
value = floor(gethitvar(damage)*1.75)
[State 7000, calculate score for Grapples]
type = varadd
trigger1 = (stateno = [6000,6999]) && movehit
v = 40
value = floor(gethitvar(hitcount)*400)
Posted by Bannana
in The Usefulness of Insulting, Parodic 'Feedback Videos' (Started by Killer Kong January 02, 2013, 05:51:12 pm
Posted by Bannana
in The Usefulness of Insulting, Parodic 'Feedback Videos' (Started by Killer Kong January 02, 2013, 05:51:12 pmwell the point I was making concerned the 2 minutes thing.What's the point of making 3 videos for 3 bugs when they can be in one video?No one is suggesting that?
Posted by Bannana
in The Usefulness of Insulting, Parodic 'Feedback Videos' (Started by Killer Kong January 02, 2013, 05:51:12 pm2 minutes is long shut up2 minutes is only too long because the information age has conditioned us to want things quickly (average time spent watching a youtube video is 5 seconds. If someone isn't hooked immediately they just leave)
Posted by Bannana
in Gouken- Updated 01/26/2013 (Started by Infinite Crisis January 02, 2013, 12:51:16 am
Posted by Bannana
in Buriki One system (Started by Bannana January 02, 2013, 07:08:43 am
Posted by Bannana
in Buriki One system (Started by Bannana January 02, 2013, 07:08:43 amAwesome project, I totally support itThanks, it's cool to see someone else who knows what I mean.I'm a Buriki One fan, too, in its moment I could play B1 in some hidden arcade in my country and I'm still waiting for a decent conversion of Hyper Neogeo 64 on MAME. Also, I tried to convert Gai Tendou into CVS style many years ago and even I got a WIP of B1-Ryo that never concreted
Good to know you want to convert B1 chars, so I expect you can make also Gai and Ryo in a futureabout the others, you can edit Kim Kaphwan to make Seo YongSong and Kasumi Todoh to make Takato Saionji. Good luck with your project and I hope you can release that template for other characters
Posted by Bannana
in Gouken- Updated 01/26/2013 (Started by Infinite Crisis January 02, 2013, 12:51:16 am
Posted by Bannana
in MUGENCHINA IS DEAD!!!!!!!! (Started by Basara Dandy December 11, 2012, 07:24:13 pmI think I have most of them. The problem is that I can't make the differences between Wuwo's resources and other people resources.Do you have the sounds for Gai Tendo?
Anyway, I'm sure for some of them, here they are:
http://dsarena.free.fr/temp/Possible%20Wuwo%20Resources/
I have the sounds as well if you need them.
Do not hesitate to mention the other stuffs he ripped, I will upload them as soon as possible.
Posted by Bannana
in how to improve slicer projectile on my characher (Started by DuckSS Farm January 02, 2013, 04:16:15 pmprojhitanim = anim_no (int)
Specifies the animation action number to play when the projectile hits the opponent. Defaults to -1 (no change in animation) if omitted.
Posted by Bannana
in how to improve slicer projectile on my characher (Started by DuckSS Farm January 02, 2013, 04:16:15 pm
Posted by Bannana
in How accurate is Prevstatno? (Started by Bannana January 01, 2013, 06:35:45 am
Posted by Bannana
in How accurate is Prevstatno? (Started by Bannana January 01, 2013, 06:35:45 amBy the way, the "safe" way to avoid AI interference would be to put changestates that change out of normal states when an attack is over into state -3. Unfortunately no one does that. Not even Elecbyte. Even though not doing it will mean the character spends a tick in state 0 which is wasted because state -1 processing is already over when it is entered.I'm intrigued by this, but I haven't coded in a long time until recently so I'm puzzled by how this works exactly.
Posted by Bannana
in Buriki One Silber (now 1.0 compatible) (System complete) (Started by Bannana December 29, 2012, 07:23:07 am- That's weird, you shouldn't be able to cancel into Impale from Aussaugen because it's a follow up to the strong attack. I needed to be more specific with the triggers then.
Might be because Aussaugen now puts the opponent in the 257 state.
Check your controlls mapping I have to press a button for him to walk and the moving the controller causes him to punch (using mugen 1.0)