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Re: Buriki One Silber (now 1.0 compatible)

 January 02, 2013, 09:22:58 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 +

If you cancel from Aussaugen into Impale from the middle of the screen, you'll usually miss the opponent and fall through the ground
Strong Attack misses up close on thin characters (eg Kung Fu Man)
You can still OTG Stomp twice on an opponent after hitting them with a Strong Attack
- 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.
- Strong attack missing that close is intentional. All the power goes into the arm. If you hit someone with your bicep like that as opposed to your forearm/wrist/hand it wouldn't hurt as much. I could code in a part for it if you're closer, but it would be the same as using a weak attack so there kinda isn't a point.
- I'll fine tune the triggers for that. I'm just not fast enough at inputting these commands.
    

Buriki One system

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

I've been debating whether to actually make a thread for this because I usually prefer to keep what I'm doing on the down-low and not make a huge deal about it, but I forgot that in order to get a ton of feedback you need to be established or create some sort of "hype-machine" to get established. Since I have done neither of the two and sort of want more feedback, I guess I should try to make a "hype-machine"
(your character also needs to be good... whoops!)

Spoiler: Introduction & History (click to see content)

Spoiler: For those who don't know the game (click to see content)

Spoiler: List of Mechanics as of latest update (click to see content)

Spoiler: Special Custom States (click to see content)

Spoiler: Balance & Grapple Gauge (click to see content)

Characters Undergoing "Burikification"
(I apologize to people concerning image size. I like the widescreen MUGEN settings)
Spoiler: Silber (click to see content)
Spoiler: Next character (click to see content)

Log Archive
I pulled these straight from the CMD & Common readme so you don't have to download something just to get the latest up to date information on how the system progresses. There were many changes over the past years, but I started compiling this when I decided to stop working on it on and off and dedicate much more time to finishing it.
Spoiler: v1.0 "More Misc Housekeeping" - 12/21/14 (click to see content)
Spoiler: v1.0: "Misc. Housekeeping" - 12/6/14 (click to see content)
Spoiler: v1.0 - 11/27/14 (click to see content)
Spoiler: v0.99 - 7/31/13 (click to see content)
Spoiler: v0.99 - 1/??/13 (click to see content)
Spoiler: v.95 - 1/4/13 - Dodging & Fixing movement (click to see content)
Spoiler: v.93 - 1/3/13 - About Judges' Decision (click to see content)
Spoiler: v.9 revision #2 - 1/1/13 (click to see content)
Spoiler: v.9 - 12/30/12 (click to see content)
Spoiler: v.85 - 12/29/12 (click to see content)
Spoiler: v.83 - 12/28/12 (click to see content)
Spoiler: v.8 - 12/23/12 (click to see content)

Thanks for reading through my project.
I love this game and I really do hope I can make a good system conversion for MUGEN.
    

Re: Buriki One Silber (now 1.0 compatible)

 January 02, 2013, 02:37:19 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 +

Brazilian Kick also has the same problem Recoil did from cancelling from Aussaugen
Strong Attack changes the hit opponent to an invalid state (257) once they hit the wall.
Standing->Crouching, Crouching, and Crouching->Standing states have no collisions
- I thought I dealt with Brazilian Kick when I did Recoil, I'll need to go back and check.
(Turns out I didn't, I thought I did and then I noticed that I put the trigger in the wrong section and made it so you couldn't cancel into axe kick from Aussaugen...)
- I think I noticed that invalid state from the debug flood when I first made it, but forgot to go back and look to see why.
- Whoops, I knew I forgot something. That's awkward.

Just rotate the stick clockwise like mad
Oh, I see now. Never tried moving it around like that mid move.
That should be an easy fix when I look inside.


Thanks for the feedback once again.

     Posted: January 02, 2013, 03:48:29 am
A mega hotfix has been uploaded just now : )
I think I've covered all the current issues brought up as of now.

Log v0.9 - hotfix
Issues Addressed:
- Fixed Aussaugen -> Brazilian Kick bug
- Added collisions to couching anims
- Fixed Axe Kick superpause bug
Solution: It affected all supers because I didn't put triggers preventing it from canceling into itself
AND I screwed up the triggers in the CNS. My bad.
- Fixed invalid action bug for 257 (animation was numbered 267 instead of 257 :/), added collisions to
it, and tweaked the vels to work with Impale
- I can say with 95% confidence (with about 3% error) that you can no longer OTG twice with Stomp
    

Re: Buriki One Silber (now 1.0 compatible)

 January 02, 2013, 01:50:45 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 +

(accidentally merged this with the last instead of bumping : /)
New update today (if only due to the system update).

Check the first post for info
    

Re: How accurate is Prevstatno?

 January 01, 2013, 09:07:07 pm 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

Quote
var(30) was meant to be for the scaling of the AI level, where the higher the difficulty the more the character would use the move, but now I see how the random backfired on me completely.
Using var(30) for AI level is the correct way, the incorrect part was probably the values you assigned for it.
A distribution of values that work well for me for the 8 difficulty levels would be something like : 2,6,11,16,24,36,55,75,120 (+/- some depending on the character), and as a general rule, I never go over the 120-200 range for the maximum difficulty because it's not going to make the AI any stronger, but instead more predictable and likely to use the same moves all the time.

Ah, that makes so much more sense, seeing how I think my numbers went beyond 200 at some point.


And once again, many thanks guys, this is really good information.
    

Re: How accurate is Prevstatno?

 January 01, 2013, 07:43:58 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

Oh, I see.  I've been looking at this in the wrong way entirely.

var(30) was meant to be for the scaling of the AI level, where the higher the difficulty the more the character would use the move, but now I see how the random backfired on me completely.

And, yeah, there weren't that many triggers on that one. Maybe I shouldn't have brought that part up when I was going to use that example. Most of my AI commands with tons of triggers aren't spammed, only a few are, and I failed to realize that was basically one of the reasons why.

And lastly, what prevstateno essentially would do for me is that if I was last in 1010 and changed back to 0, it would recognize 1010 as the previous state? So the issues were basically me not coding the triggers well, not so much prevstateno.
    

Re: How accurate is Prevstatno?

 January 01, 2013, 06:58:23 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

I expected to find out that it was true that it counted 0.

But I understand, though I'm now wondering why I didn't realize that Prevstateno really is only good for custom states it seems.
Thanks for the clarification guys.
    

How accurate is Prevstatno?

 January 01, 2013, 06:35:45 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

I've been coding AI recently and I've noticed that even with all my triggers limiting when and where to attack the AI still enjoys spamming a few moves in succession. All knock the opponent down so there's no point for the AI to ever spam them in succession.

For example, one of the attacks spammed is a launcher meant to bring the opponent toward you if they get too far away. All the AI needs to do is use it once and then it can fight again, but the AI uses it three times in a row, making it ineffective. If the already launched target gets hit immediately, they don't come close and just drop to the ground, which defeats the purpose of the attack.

I thought Prevstateno would work to prevent this, so my state looked more like this:

Code:
type = ChangeState
value = 1010
triggerall = Var(29) > 0
triggerall = statetype != A
triggerall = abs(P2bodydist X) > 150
triggerall = random < var(30)*0.6
triggerall = Prevstateno != 1010
trigger1 = ctrl

But it hasn't changed anything all that much, so I'm wondering how accurate the trigger actually is. Elecbyte warns about it being inaccurate, but I thought it would at least change the pattern a bit.

Does Prevstateno take into account that after an attack the state changes to 0 and ignores it, or does it count 0 as a previous state?
    

Re: Character Polishing Discussion for eventual Tutorial Building

 December 31, 2012, 10:50:58 pm View in topic context
 Posted by Bannana  in Character Polishing Discussion for eventual Tutorial Building (Started by RobotMonkeyHead December 26, 2012, 08:07:39 pm
 Board: M.U.G.E.N Discussion

rigorous, not batshit insane
    

Re: Character Polishing Discussion for eventual Tutorial Building

 December 31, 2012, 10:35:04 pm View in topic context
 Posted by Bannana  in Character Polishing Discussion for eventual Tutorial Building (Started by RobotMonkeyHead December 26, 2012, 08:07:39 pm
 Board: M.U.G.E.N Discussion

Something I found very useful is that when you're coding (esp. editing the common files even slightly), don't just dummy test.

Load up your character in your MUGEN and fight against something with rigorous AI. A lot of bugs I had when I edited guarding I found through this because it forces you to move differently than in dummy tests.
    

Re: What are the Requirements to meet with the Contributor Rank?

 December 31, 2012, 07:49:43 am View in topic context
 Posted by Bannana  in What are the Requirements to meet with the Contributor Rank? (Started by Astral-kun December 31, 2012, 07:38:59 am
 Board: M.U.G.E.N Discussion

    

Re: Bad created mugen charachers

 December 31, 2012, 02:06:32 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

Broken =/= bad to me

Toma's Nanaya T is broken as shit, but I wouldn't say it was poorly made in the context of this thread
    

Re: Moving Mugen Forward

 December 31, 2012, 12:17:36 am View in topic context
 Posted by Bannana  in Moving Mugen Forward (Started by Zerious December 31, 2012, 12:07:18 am
 Board: M.U.G.E.N Discussion

I can understand wanting to help make it,



but buying them out what
    

Re: Buriki One Silber

 December 30, 2012, 11:11:03 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 +

Major update to the Buriki One system & small update in Silber (link located at top)

System updates:
v.9:
- All Guard Bugs fixed
- sprite/animation bug with guarding and hopping back fixed

See the Buriki One CMD & common readme for more detailed information

Silber Update:
v.73:
- Addressed Recoil canceling Bug

See the Silber readme for more detailed information
    

Re: Bad created mugen charachers

 December 30, 2012, 01:49:41 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

Bringing up the whole "bad characters" thing gives me 'Nam flashbacks of Youtube circa '07.

But generally, even if you can be subjective about this while thing, bad characters can be objective. I wouldn't say comparing source games means anything when it comes to MUGEN characters, it just all depends on how they were put together. Something that is bad shows either lack of experience (which, if it was one the creator's first couple of characters, should be ignored. It's simply horrible because he/she didn't know any better. We've seen creators start making shit and later make good stuff) or that they don't care at all about the end result being enjoyed by everyone.
They just made the character for the sake of making that character, and if that's true, just ignore it because it was just ego inflation for them.
    

Re: Buriki One Silber

 December 29, 2012, 09:12:55 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 +

Thanks for the feedback.

I should have worked more exceptions into Recoil being standing only and I should check if I might have given control during Axe Kick accidentally.
    

Buriki One Silber (now 1.0 compatible) (System complete)

 December 29, 2012, 07:23:07 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 +



v0.7 (Post Beta)
Check out both readmes for the full information

Not sure how compatible this will be with Winmugen because I used 1.0 while testing, but it should work

See last post for details
_____________________________________
12/6/14 Update
System update v1.0: "Misc. Housekeeping"
See System and CMD log or the Project thread for details

Character update v1.15.1
http://www.geocities.jp/doubletrend_zeta/mainpage.html
Under Characters > Original Karate

from readme
- Fixed Recoil not making opponent's vels 0,0
- Fixed Brazilian Kick not putting opponent in long enough hitstun

Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty
    

Re: SF IV Omni pre-final by Werewood

 June 15, 2011, 12:19:31 am View in topic context
 Posted by Bannana  in SF IV Omni pre-final-bugfix1 by Werewood (Started by Werewood June 14, 2011, 11:08:41 pm
 Board: Your Releases, older Mugen

Could you have done a better job cleaning the edges?

Dear lord that's a lot of pink.
    

Re: Fujiwara no Mokou released, Marisa updated 6-25-10

 June 28, 2010, 02:51:01 am View in topic context
 Posted by Bannana  in Nanaya released, Kohaku & White Len updated 2-24-11 (Started by Magical Girl Amber May 24, 2009, 11:06:44 am
 Board: Your Releases, older Mugen

Jesus dude.

It's a character made for an engine.
Why you crying so much?
    

Re: Fujiwara no Mokou released, Marisa updated 6-25-10

 June 28, 2010, 02:34:15 am View in topic context
 Posted by Bannana  in Nanaya released, Kohaku & White Len updated 2-24-11 (Started by Magical Girl Amber May 24, 2009, 11:06:44 am
 Board: Your Releases, older Mugen

LOL MUGEN DRAMAZ