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Re: Buriki One Silber (now 1.0 compatible)

 January 04, 2013, 10:04:42 pm View in topic context
 Posted by Bannana  in Buriki One Silber (now 1.0 compatible) (System complete) (Started by Bannana December 29, 2012, 07:23:07 am
 Board: Your Releases, Mugen 1.0 +

New version up today, see first post for details.
    

Re: Buriki One system

 January 04, 2013, 10:55:04 am View in topic context
 Posted by Bannana  in Buriki One system (Started by Bannana January 02, 2013, 07:08:43 am
 Board: Projects

Removed my last "bump update" about Judges' Decision because I really wanted to bump this thread for a much better reason.
I have added dodging, but that's the minor bit.

I 100% have fixed all movement. It literally took about 5 to 6 hours to sort through the mess I made years ago and I had to jump through so many hoops and override so many things, but it's FIXED! Outside of the Balance Gauge this thing is around 95% done!

In other news, I'm planning on tweaking Silber a bit more, but I really want to move on to another character, either Gai or Takuma and start working on actually grappling stuff with the Balance Bar.
    

Re: Are my variables set up correctly?

 January 03, 2013, 10:40:40 pm View in topic context
 Posted by Bannana  in Are my variables set up correctly? (Started by Bannana January 03, 2013, 11:22:44 am
 Board: M.U.G.E.N Development Help

Alright, well thanks for the clarification. I'll see what else I can do to tweak this.
    

Re: Buriki One Silber (now 1.0 compatible)

 January 03, 2013, 09:55:54 pm View in topic context
 Posted by Bannana  in Buriki One Silber (now 1.0 compatible) (System complete) (Started by Bannana December 29, 2012, 07:23:07 am
 Board: Your Releases, Mugen 1.0 +

-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 deleted
I could do a separate CMD for Winmugen, seeing how I still have my old impossible commands AI activation laying around.
Quote
-It feels strange the movement commands, I guess it fits better A for back and B for forward and not viceversa, IMO
I 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.
Quote
-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 B1
I don't remember a jump and I never see it done in videos, so I'm playing it safe and ignoring jump.
Quote
-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 side
Genuinely 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.
Quote
-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, too
The 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.
Quote
-High Strike doesn't hit close to the opponent
That'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.
Quote
-Intro voices sounds like played infinite times
This 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.

This is the code for the intros:
Code:
[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
Quote
-Criminal combo: close LowS + close MidS + Aussaugen + close MidS + Aussaugen = half of lifebar o_O can be varied to make more damage with 6-7 hits
Once 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.
Quote
-Palettes don't work well, there're no changes on Silber colors
Whoops, 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.

Quote
-A and B buttons should have walk/backwalk animations instead just run and backdash, and keep like that if you keep the button pressed
-Run/Dash should be done with Forward twice instead just once like Silber has
Movement 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.
Quote
-Down should be normal crouch only (unprotected like stand)
-Down-Back should be Dodge
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.
Quote
-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.
Quote
-Back and Up-Back should be Low and High Guard
-A and B close to opponent makes a throw, this doesn't appear in any of both readmes
Back 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.

Unfortunately, the way MUGEN is coded it's really hard for me to port everything over 100% correctly, which really bothers me. Thanks for the feedback, there's a lot of things you brought up that really confuse me (like how the controls are screwed up for you), because they should work fine. I think I should be able to fix most of these.
    

Re: Are my variables set up correctly?

 January 03, 2013, 08:58:18 pm View in topic context
 Posted by Bannana  in Are my variables set up correctly? (Started by Bannana January 03, 2013, 11:22:44 am
 Board: M.U.G.E.N Development Help

Oh wow, it works fine when I put in a value like 20

floor(target,gethitvar(damage)*1.08)
I'm going to assume the gethitvar didn't work as I thought it would.
    

Re: Are my variables set up correctly?

 January 03, 2013, 12:02:29 pm View in topic context
 Posted by Bannana  in Are my variables set up correctly? (Started by Bannana January 03, 2013, 11:22:44 am
 Board: M.U.G.E.N Development Help

Hmmm, still not working.

I don't think it's counting up the variable, because the Varset for var(41) is the same as it is for var(40)
Code:
[State -2]
type = varset
trigger1 = (Roundstate = 2) && IsHomeTeam
;trigger1 = Roundstate = 2 && Teamside = 1
v = 41
value = 0

and because I'm not being hit (P2's being the opposite of the P1 varadd) var(41) technically shouldn't be rising
Code:
[State -2 calculate score for standard attacks]
type = varadd
trigger1 = (P2stateno = [200,499]) && movehit = 1
v = 41
value = floor(gethitvar(damage)*1.08)
(^I'm assuming this is wrong anyway because I haven't edited it really yet)


By the way, is there a way to display variable numbers to the clipboard as opposed to using explods to make digits?
    

Are my variables set up correctly?

 January 03, 2013, 11:22:44 am View in topic context
 Posted by Bannana  in Are my variables set up correctly? (Started by Bannana January 03, 2013, 11:22:44 am
 Board: M.U.G.E.N Development Help

This is sort of a problem I've found since I started coding again that I never had when I first started coding. I swear my VarSet is always coded correctly (because I always make sure to double check with the sctrl & trigger manuals when I code), but it just seems like it doesn't actually work when I try to test them out.

Here's one of my sets of variable code for a hidden score system
Code:
[State -2]
type = varset
trigger1 = Roundstate = 2 && IsHomeTeam
;trigger1 = Roundstate = 2 && Teamside = 1
v = 40                    
value = 0

Code:
[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)

The point of counting up this variable is to compare it to another variable that's calculated at the same time, and the higher one is the winner. However, neither of them work, and it puzzles me.

Should I have all the calculation states in -2 as well, or is there something else wrong?
    

Re: The Usefulness of Insulting, Parodic 'Feedback Videos'

 January 03, 2013, 04:31:32 am View in topic context
 Posted by Bannana  in The Usefulness of Insulting, Parodic 'Feedback Videos' (Started by Killer Kong January 02, 2013, 05:51:12 pm
 Board: M.U.G.E.N Discussion

Well, it depends on the bug I guess.
    

Re: The Usefulness of Insulting, Parodic 'Feedback Videos'

 January 03, 2013, 04:24:59 am View in topic context
 Posted by Bannana  in The Usefulness of Insulting, Parodic 'Feedback Videos' (Started by Killer Kong January 02, 2013, 05:51:12 pm
 Board: M.U.G.E.N Discussion

What's the point of making 3 videos for 3 bugs when they can be in one video?
No one is suggesting that?
well the point I was making concerned the 2 minutes thing.

Usually it takes maybe 30 seconds to a minute to show off the bug.

Cool, we got a video showing it off now.

But, if the person wanted to show more than 1 bug, would it be better to make separate videos or just do one?
Maybe I'm just delving into what-ifs and unnecessary specifics, but it would be more efficient to make one video rather than 3, even if it was longer.
    

Re: The Usefulness of Insulting, Parodic 'Feedback Videos'

 January 03, 2013, 04:13:31 am View in topic context
 Posted by Bannana  in The Usefulness of Insulting, Parodic 'Feedback Videos' (Started by Killer Kong January 02, 2013, 05:51:12 pm
 Board: M.U.G.E.N Discussion

2 minutes is long shut up
2 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)

I think 2 minutes (or even 4) can work if it showcases multiple things.
What's the point of making 3 videos for 3 bugs when they can be in one video?
    

Re: Gouken

 January 03, 2013, 02:04:14 am View in topic context
 Posted by Bannana  in Gouken- Updated 01/26/2013  (Started by Infinite Crisis January 02, 2013, 12:51:16 am
 Board: Your Releases, Mugen 1.0 +

Actually I just tried it again and it must have been a fluke

Out of 10 tests, it only happened 2 or 3 times, so it's not the coding, just the AI being anxious.
    

Re: Buriki One system

 January 03, 2013, 01:24:16 am View in topic context
 Posted by Bannana  in Buriki One system (Started by Bannana January 02, 2013, 07:08:43 am
 Board: Projects

It's an arcade game, they never ported it to a console.

     Posted: January 03, 2013, 05:30:09 am
I just want to mention that I am currently making the Judges' Decision and I have decided to add Balance Gauges as well

I've started coding both as of today, but Balance Gauges might have to wait a bit longer until it's fully implemented because it requires custom sprites and all the people I knew who made those either hate me or it's not their area of expertise. Go figure.
    

Re: Buriki One system

 January 02, 2013, 11:20:16 pm View in topic context
 Posted by Bannana  in Buriki One system (Started by Bannana January 02, 2013, 07:08:43 am
 Board: Projects

Awesome project, I totally support it :D 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 future ;) about 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 ;)
Thanks, it's cool to see someone else who knows what I mean.

I have some ideas for what characters I'd like to do other than just grapplers. Gai is definitely on the to-do list once I compile all my resources. I was thinking of Ryo, but also thought it would be interesting to mix it up and do Takuma instead, but we'll see where that goes.

Speaking of Ryo, how far did your WIP get? Was it just an idea or were you in the middle of making it?
    

Re: Gouken

 January 02, 2013, 10:40:50 pm View in topic context
 Posted by Bannana  in Gouken- Updated 01/26/2013  (Started by Infinite Crisis January 02, 2013, 12:51:16 am
 Board: Your Releases, Mugen 1.0 +

One small issue I had with the AI was that I used a counter super that makes use of an extended hit pausetime, and Gouken breaks it and interrupts the super.
The pause time is about 30 ticks, which is in between the two kicks in the animation.

Not a huge issue, just relaying what I found.
    

Re: MUGENCHINA IS DEAD!!!!!!!!

 January 02, 2013, 09:38:30 pm View in topic context
 Posted by Bannana  in MUGENCHINA IS DEAD!!!!!!!! (Started by Basara Dandy December 11, 2012, 07:24:13 pm
 Board: M.U.G.E.N Discussion

I think I have most of them. The problem is that I can't make the differences between Wuwo's resources and other people resources.

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.
Do you have the sounds for Gai Tendo?
I'd rather not have to commandeer them from Ahuron's Gai.
    

Re: how to improve slicer projectile on my characher

 January 02, 2013, 08:53:03 pm View in topic context
 Posted by Bannana  in how to improve slicer projectile on my characher (Started by DuckSS Farm January 02, 2013, 04:16:15 pm
 Board: M.U.G.E.N Development Help

When you code Projectiles you add the animation it plays when the projectile hits.
If this is what he wants he just needs a slash animation to play when it hits.

Quote
projhitanim = 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.

also if he wants blood too he needs another explod for it
    

Re: how to improve slicer projectile on my characher

 January 02, 2013, 08:15:57 pm View in topic context
 Posted by Bannana  in how to improve slicer projectile on my characher (Started by DuckSS Farm January 02, 2013, 04:16:15 pm
 Board: M.U.G.E.N Development Help

I think when he means slicer he means something like Leona's Moon Slasher, where it looks like a slice or similar effect.
    

Re: How accurate is Prevstatno?

 January 02, 2013, 11:40:25 am View in topic context
 Posted by Bannana  in How accurate is Prevstatno? (Started by Bannana January 01, 2013, 06:35:45 am
 Board: M.U.G.E.N Development Help

So if someone moved AI to -3 or -2, you wouldn't really see that much change compared to it being parked in -1?
    

Re: How accurate is Prevstatno?

 January 02, 2013, 11:25:56 am View in topic context
 Posted by Bannana  in How accurate is Prevstatno? (Started by Bannana January 01, 2013, 06:35:45 am
 Board: M.U.G.E.N Development Help

By 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.

So you'd finish an attack and the changestate is in -3 or it leads you to -3?
    

Re: Buriki One Silber (now 1.0 compatible)

 January 02, 2013, 09:38:08 am View in topic context
 Posted by Bannana  in Buriki One Silber (now 1.0 compatible) (System complete) (Started by Bannana December 29, 2012, 07:23:07 am
 Board: Your Releases, Mugen 1.0 +

- 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.


Yeah, I see that now.

I put that there because when I originally coded it Aussaugen was meant to act the same as the strong attack if the enemy hit the wall, but I think what might have happened is that because state 257 was invalid it ignored the wallhit entirely and it just acted like an attack that knocked the opponent away. Now because I fixed 257 it wants to be able to cancel into it.

I'm just going to fix the trigger for canceling and rewrite Aussaugen. This also reminds me that I still need to fix Impale if it misses, because the AI is stupid and uses it incorrectly.

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)

That's the style, be sure to check the readmes for the controls.
I don't think I wrote about movement in Silber's readme, only the attacks, so I'll update that too.

     Posted: January 02, 2013, 11:14:24 pm
New fix up, see first post for changes.