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MikeDaBike

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Messages by MikeDaBike

    

Re: ownpal=1 for projectiles?

 October 29, 2009, 12:33:35 am View in topic context
 Posted by MikeDaBike  in ownpal=1 for projectiles? (Started by Continuity October 28, 2009, 08:51:53 pm
 Board: M.U.G.E.N Development Help

[mcode]
persistent=0[/mcode]

This will make the controller trigger only ONCE per state.

It wont work if you just delete this line. You would have to change the trigger to movehit=1 and do a movehitreset or use the HitPauseTime trigger, because movehit=1 will be true during the whole hitpause.

What most people do here if you only have two hits (I think), is to use another state for the second hit. Then you can use this trigger as it is and copy it to the second state.
    

Re: KFM with SSBB assist trophies

 October 27, 2009, 12:04:16 am View in topic context
 Posted by MikeDaBike  in KFM with SSBB assist trophies (Started by MikeDaBike October 09, 2009, 04:44:49 pm
 Board: Your Releases, older Mugen

well actually what i meant was how do you get more of the trophies to come out(not characters)if its even possible

Ah, so you mean to have more than one assist helper at the same time? Hmm funny, I dont know why but I never thought about that.
It's not hard to enable that, you just have to change one trigger to have as much trophies at you want. Though right now it wont work properly, because there are some numhelper triggers that wont work, so i first have to make some minor changes to the code.
I will add that in the next update.

your telling me!! i just wish i could make a character in general let alone adding characters in your "assist trophy" character :S

oh yeah and so far i have some sprites in the character but not all of them and my character tends to have a copy of himself is that normal and i just need to add the other sprites or do i need to change things?

Did you change all the files like it is described in the guide? Just adding sprites wont do anything, you would have to change the def, air, cns and snd files too. Just follow the guide in the README (that comes with the archive from the second link).
    

Re: KFM with SSBB assist trophies

 October 26, 2009, 10:45:20 pm View in topic context
 Posted by MikeDaBike  in KFM with SSBB assist trophies (Started by MikeDaBike October 09, 2009, 04:44:49 pm
 Board: Your Releases, older Mugen

A little UPDATE:

I added a new link below the first one, linking to the system files only, with a guide how to add it to any char.
It may take some time to get it to work with your char, let me know if there are any troubles with it.

And now to the question:
if i may ask and out of curiosity, how do you make more come out?

Sorry, I dont know what you mean. Do you mean how to add helpers to the system? The code is documented, you should have a look at the cns files (AT_helper.cns in particular). Anyway, it's not that easy to make helpers for it, because it has to work with every char. In a full game it would be much simpler, but here you have to use many vars to determine the enemy position and various other things (as explained in the AT_helper.cns file).
    

Re: Hitspark don't appear when both characters get hit at the same time

 October 25, 2009, 10:50:08 pm View in topic context
 Posted by MikeDaBike  in Hitspark don't appear when both characters get hit at the same time (Started by Continuity October 24, 2009, 12:01:06 am
 Board: M.U.G.E.N Development Help

    

Re: KFM with SSBB assist trophies

 October 25, 2009, 03:37:25 pm View in topic context
 Posted by MikeDaBike  in KFM with SSBB assist trophies (Started by MikeDaBike October 09, 2009, 04:44:49 pm
 Board: Your Releases, older Mugen

Teach me!!

I would very much like 2 know how to code in those special helpers...

The system works independent of the char. You still got to add the sprites and sounds to the .sff and .snd files.

I think I will upload an extra archive just containing the files you need, with a more detailed manual how to add the system to other chars. It might be up today or tomorrow, I will let you know.
    

Re: Hitspark don't appear when both characters get hit at the same time

 October 24, 2009, 01:32:23 pm View in topic context
 Posted by MikeDaBike  in Hitspark don't appear when both characters get hit at the same time (Started by Continuity October 24, 2009, 12:01:06 am
 Board: M.U.G.E.N Development Help

There are two reasons why this helper is not created in this case:
1. movehit never turns 1 if both hit
2. your char is immediately in another (hit) state so of course this controller cant trigger

I think all chars that dont use the hitdef sparks have this problem (unsolved).

If you want to solve this problem anyway, you will have to create a hitspark helper shortly before the hitdef is active.
This helper then has to detect normal hits and the special "both hit" case.
Basically you use an explod with the parent,movehit trigger for normal hits and specifically check the case when both hit at the same time, by checking both the enemy and the parent for movetype=H and AnimElem=1.

If you have more than one opponent I think there is theoretically a very very little chance that this will trigger if it shouldnt, but I still think this is the best way to do this.
    

Re: a different postype for x and y?

 October 22, 2009, 04:29:15 am View in topic context
 Posted by MikeDaBike  in a different postype for x and y? (Started by Continuity October 21, 2009, 10:19:09 pm
 Board: M.U.G.E.N Development Help

Yes you could calculate it with
[mcode]ceil(P2BodyDist X - ???)[/mcode]

You could also just use a fixed X position and just check if the enemy is too close and then set the position to P2Dist X (I think most people, including me, do it that way)
[mcode]ifelse(P2Dist X < ???, ceil(P2Dist X), ???)[/mcode]
    

Re: ":=" versus "variables"

 October 22, 2009, 04:09:59 am View in topic context
 Posted by MikeDaBike  in ":=" versus "variables" (Started by KHAeon October 22, 2009, 02:14:55 am
 Board: M.U.G.E.N Development Help

From the docs (exp.html):
Quote
:=

The assignment operator. An unredirected variable name (var(n) or fvar(n) for suitable values of n) must appear on the left-hand side. If the left-hand side contains an integer variable, then the right-hand side is truncated to an integer before assignment. If the left-hand side contains a float variable, then the right-hand side is converted to float if necessary before assignment. In both cases, the value of the expression is the value that is assigned to the variable.

In other words var(X) := Y, will give variable X the value Y.

It can save you some (Var) controllers. A simple example:
[mcode][State -2, Total Hittime]
type = VarAdd
trigger1 = p2movetype = H
trigger2 = var(20):=0
var(20) = 1
ignorehitpause = 1[/mcode]
As long as p2movetype = H is true, this will add 1 to var(20). But if it is false, the second trigger will be checked and var(20) will then be set back to 0. So you dont need an extra VarSet controller to reset the variable.

    

Re: Help with midair hyper attack.

 October 16, 2009, 05:35:01 pm View in topic context
 Posted by MikeDaBike  in Help with midair hyper attack. (Started by I am The Master Donut October 16, 2009, 01:29:58 am
 Board: M.U.G.E.N Development Help

Is your character supposed to stay at the same position during the move? Because in that code with physics = A, gravity will be added to the character and it will go immediately into the land state after it reaches the ground (which will take no time if you are in mid air).

I guess you want it to stay in the air, so you should use a velset controller that sets the y vel to zero during the move, or even set physics = N and handle the (landing) velocities yourself.
Then you should not go into state 0 (standing) at the end of course, unless you actually are standing.

Also, the animelem trigger sausage could be shortened with some trigger tricks.
You could use something like this:
[mcode]trigger1 = AnimElemTime(AnimElemNo(0)) = 0
trigger1 = AnimElemNo(0) = [3,14][/mcode]

    

Re: RockJohn's Question/Bug Help me Thread

 October 14, 2009, 11:20:57 am View in topic context
 Posted by MikeDaBike  in RockJohn's Question/Bug Help me Thread (Started by RockJohnAxe October 06, 2009, 05:54:25 am
 Board: M.U.G.E.N Development Help

Just trying to get a wavey kinda   /\/\/\/\/\/\/\/\/\/\ UP/down hover movement going with this Projectile.

So far ive managed to get it to adjust the variable but then it just stays in that one direction until its off the screen. I cant seem to get it to go up and down.

Thanks

I need a push in a direction so i can better grasp how it would work/look.

The best way to get a periodic movement (in this case up and down) is IMHO with trigonomical functions (sin, cos)

The cos function should do exactly what you want:


It's a little confusing because this graph describes the velocity of your movement and not the position. Because when you are at the center your velocity will be at its maximum, when you are going to the top or the bottom your velocity will decrease until it reaches zero and then increase again when you are going back to the center.

More detail:
Spoiler, click to toggle visibilty

You should use something like this for the Y-velocity:
[mcode]
Y = -2*cos(Time*Pi/60)[/mcode]

The -2 is scaling the height of the movement, the 60 is scaling the width. Try playing with these values and you should get what you want.

    

Re: How to record mugen games on video

 October 13, 2009, 03:10:09 pm View in topic context
 Posted by MikeDaBike  in How to record mugen games on video (Started by greyman214 October 13, 2009, 12:41:56 pm
 Board: M.U.G.E.N Development Help

Type "record mugen videos" into the youtube search bar.
The first hit should be a pretty good tutorial I used to record my videos (and I keep watching it again because I rarely record videos)
    

Re: KFM with SSBB assist trophies

 October 11, 2009, 01:06:33 am View in topic context
 Posted by MikeDaBike  in KFM with SSBB assist trophies (Started by MikeDaBike October 09, 2009, 04:44:49 pm
 Board: Your Releases, older Mugen

I recommend using the Allstars sprites for the SMB assists you've got going, they'd just match the better-quality sprites you've got for other assists.

I prefer using the sprites from the original games here. Maybe it's nostalgia but it was always more fun for me playing the original games.

Maybe what you could do is, not just have the assist trophies appear at random, but it just looks plain silly of them just sitting in the air like that.
How about you add some gravity to them so that they fall to the ground? If not, then at least limit them to appear always at the ground?

Yeah you are right it looks kind of stupid. I just wanted to demonstrate the concept of hitbox based hit detection with helpers here. Because other characters I know that used helpers you can hit, used a method with distance calculations which works fine for helpers staying on the ground most the time, but gets in trouble if the helper can appear anywhere.

Or code a playable standalone GIM, I dunno.
We need more good Kirbeh characters. :U

I dont know much about playable kirby characters, but a GIM like this one would have a very small moveset. A kirby helper team would be an idea that I already had sometime ago, I might make something similar sometime maybe.
    

KFM with SSBB assist trophies

 October 09, 2009, 04:44:49 pm View in topic context
 Posted by MikeDaBike  in KFM with SSBB assist trophies (Started by MikeDaBike October 09, 2009, 04:44:49 pm
 Board: Your Releases, older Mugen

This is the all-time template KFM with an assist trophy system including 9 different helpers (thus the MISC icon, I hope it's appropriate)

Currently these helpers are implemented:
-Classic Super Mario (SMB3)
-Mario Kart drivers (Super Mario Kart)
-Metroid (Super Metroid)
-Koopa Bros. (SMB3)
-Morden Rebels (Metal Slug)
-GIM (Kirby Superstar)
-Shadow Man (Mega Man 3)
-Lyn (Fire Emblem)
-Serra (Fire Emblem)

It's possible to add new helpers and to add this system to other chars (it's pretty complicated though).
For more information check the Readme.

It is best demonstated in a video (we can see 4 of the helpers here).
KFM's friends beat the shit out of himself

Some Pics:









Get him here:
DOWNLOAD CHAR

UPDATE: Get the system files only, with a guide how to add it to any character, here:
DOWNLOAD SYSTEM FILES

I might add more helpers someday, I just dont have the motivation right now.
    

Re: Fading

 July 09, 2009, 10:06:46 pm View in topic context
 Posted by MikeDaBike  in Fading (Started by ultimatedude July 08, 2009, 01:26:35 pm
 Board: M.U.G.E.N Development Help

If you want it to fade in a specific time like 48 ticks just skip some ticks by multiplying the time. In this case 48 almost fits 5 times into 256, so try to replace your "Time" in the example Trans controller from the docs with "5*Time" (in both source and dest).

BTW: If you want the fading effect at a specific animation element (instead of the first ticks of your state) you can replace Time with AnimElemTime(X).
    

Re: Fading

 July 08, 2009, 02:52:09 pm View in topic context
 Posted by MikeDaBike  in Fading (Started by ultimatedude July 08, 2009, 01:26:35 pm
 Board: M.U.G.E.N Development Help

There is actually an example in the docs (fade in)[mcode]Trans[/mcode]
To fade out just change the src and dst values.
    

Re: Auto Facing

 June 25, 2009, 06:20:27 pm View in topic context
 Posted by MikeDaBike  in Auto Facing (Started by Guillier June 25, 2009, 03:57:53 pm
 Board: M.U.G.E.N Development Help

[State ProjEsp ]
Type      = AngleDraw
trigger1   = 1
value          = atan((-1* vel Y) / (vel X))*57.2957795
scale          = 1.0,1.0


This will only work if you use positive X velocities because atan is limited to values between Pi/2 (90°) and -Pi/2 (-90°).
For negative velocities you have to extend it:
[mcode]value = -atan(vel Y/vel X)*57.2957795 + 180*(Vel X < 0)[/mcode]

Also keep in mind that you will get warnings if vel X = 0 because of division by zero.
    

Re: Moving a beam manually

 June 24, 2009, 02:23:56 pm View in topic context
 Posted by MikeDaBike  in Moving a beam manually (Started by Noctis June 23, 2009, 07:24:21 am
 Board: M.U.G.E.N Development Help

Instead of spawning new helpers at a certain angle you could just move them to the exact angle with trigonometrical functions:
[mcode][State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 50*cos(root,var(1)*Pi/180),50*sin(root,var(1)*Pi/180)[/mcode]
Change the multiplier (50 here) to increase / decrease the distance to the player.
    

Re: Moving a beam manually

 June 23, 2009, 02:43:31 pm View in topic context
 Posted by MikeDaBike  in Moving a beam manually (Started by Noctis June 23, 2009, 07:24:21 am
 Board: M.U.G.E.N Development Help

It's pretty hard to make this move like in the original game, because of the CLSN boxes like Byakko mentioned.
You will have to "simulate" the beam with more invisible "projectile-like" helpers with CLSN1 boxes, that rotate around the player (think of it like simulating a slant line with pixels/squares) and rotate just the animation of the beam (with no CLSN boxes).

Anyway, you should use a var that holds the angle (basically just replace AngleAdd with VarAdd and value with var(X) in your code).
    

Re: How does P1 add as much life as he/she take from a successful attack on P2?

 June 11, 2009, 07:39:57 pm View in topic context

Change the trigger of the LifeAdd controller to
[mcode]trigger1 = movehit=1[/mcode]
    

Re: Oval Rotation

 June 11, 2009, 07:35:50 pm View in topic context
 Posted by MikeDaBike  in Oval Rotation (Started by KamiyaKasshinRyu May 23, 2009, 06:29:07 am
 Board: M.U.G.E.N Development Help

For this example at the starting point the X velocity is at its negative maximum and the Y velocity is at zero and then increasing to its positive maximum.
This means the X vel has to be -cos(...) and Y vel has to be sin(...)

Try this:
x = -cos(Time*Pi/180)
y = 0.5*sin(Time*Pi/180)

If you want a faster movement use 60 or 120 instead of 180.