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MikeDaBike

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Messages by MikeDaBike

    

Re: Swinging Pendulum

 April 24, 2009, 04:26:52 pm View in topic context
 Posted by MikeDaBike  in Swinging Pendulum (Started by supermystery April 21, 2009, 10:15:39 pm
 Board: M.U.G.E.N Development Help

Another thought:
Make an anim in your air file for the ball movement instead of calculating its movement. This way you can make perfect clsn1 alignment and bindtoparent is also possible. Problem though is that the movement might not look that good unless you use alot of animation elements.
    

Re: Swinging Pendulum

 April 24, 2009, 12:25:55 pm View in topic context
 Posted by MikeDaBike  in Swinging Pendulum (Started by supermystery April 21, 2009, 10:15:39 pm
 Board: M.U.G.E.N Development Help

Would this code make the ball constantly move like a pendulum?

[State, 9000]
type = velset
trigger1 = time = 0
x = -90*cos(Time*Pi/300)
y = -10*cos(Time*Pi/300)

This should work, only problem here is that you use way to high values. A velocity of 90 is pretty fast. Try using small values like 2 or 3. Also the y-vel should use only negative values to make it symmetric.

Then it should look something like this:
x = -4*cos(Time*Pi/300)
y = -2*abs(cos(Time*Pi/300))

    

Re: how to improve this counter code..?

 April 22, 2009, 01:03:33 pm View in topic context
 Posted by MikeDaBike  in how to improve this counter code..? (Started by onloser April 15, 2009, 04:18:54 pm
 Board: M.U.G.E.N Development Help

With this code, the counter flag should be set if var(35)=2. Do you check this in your explod controller?
All it does here is to deactivate the juggle check, so you can juggle your opponent infinitely (if you use the juggle system).

It all depends on what you want your char to do if the counter flag is set. Whatever you want it to do, you got to check if var(35)=2 in you controllers, if you use this code.
    

Re: Swinging Pendulum

 April 22, 2009, 12:50:54 pm View in topic context
 Posted by MikeDaBike  in Swinging Pendulum (Started by supermystery April 21, 2009, 10:15:39 pm
 Board: M.U.G.E.N Development Help

Use this for your AngleDraw controller:
[mcode]A*sin(Time*Pi/T)[/mcode]
A is the angle that the pendulum swings (in degrees).
T is the half cycle duration (in GameTicks).

Example:
[mcode]45*sin(Time*Pi/120)[/mcode]
Try this to make the pendulum swing halfway up and down every 4 seconds.

Axis on top
Dont forget this.
    

Re: Psuedo-Parallax effect with Helpers?

 March 19, 2009, 03:48:51 pm View in topic context
 Posted by MikeDaBike  in Psuedo-Parallax effect with Helpers? (Started by Ricepigeon March 18, 2009, 08:32:56 am
 Board: M.U.G.E.N Development Help

Basically what POTS said is true, but you need to set the SCREEN position dependent on the screen position of the reference helper (since the pos wont change).

What I dont understand is what do you mean with "if the opponent moves away". Since its a matter of perspective you should only change the pos if the screen moves, thus the screenpos changes.
    

Re: Stop opponent from facing your character

 March 11, 2009, 01:59:59 pm View in topic context
 Posted by MikeDaBike  in Stop opponent from facing your character (Started by supermystery March 11, 2009, 12:19:13 pm
 Board: M.U.G.E.N Development Help

The only way I could think of is creating a clone helper with type = normal that you can control. Your actual character stays off screen in the meantime (Screenbound 0).
    

Re: Resurrection Issues

 March 04, 2009, 12:11:30 pm View in topic context
 Posted by MikeDaBike  in Resurrection Issues (Started by Hyper921 March 04, 2009, 12:14:55 am
 Board: M.U.G.E.N Development Help

The first helper controller in state -3 seems to be screwed up.
Change the "stateno = 9000" parameter to "stateno = 9010". Also why is it called "Ressurection Super"? Then of course everyone thinks that starting at state 9000 is right.

Using 0 as anim for state 9000 is correct because this is your resurrection state and NO helper state.
    

Re: Throwing Off The Stage's Edge

 February 28, 2009, 08:12:14 pm View in topic context
 Posted by MikeDaBike  in Throwing Off The Stage's Edge (Started by Guillier February 27, 2009, 01:03:19 pm
 Board: M.U.G.E.N Development Help

You could use a [mcode]ScreenBound[/mcode] controller in your throwing state to make p1 go off screen, then p2 will just fly until he hits the edge of the stage.

The question here is: what happens to p1 while p2 is flying towards the edge of the stage? P1 would of course go off screen, and what happens after p2 hits the ground?
    

Re: I am SO missing something here.

 February 28, 2009, 08:05:47 pm View in topic context
 Posted by MikeDaBike  in I am SO missing something here. (Started by Cyanide February 28, 2009, 12:13:00 pm
 Board: M.U.G.E.N Development Help

I tested the p2getp1state with a p2stateno that makes no sense and it seems that it works this way (according to the warnings I got):

If p2getp1state is 1, p2 changes to p1's stateno as you would expect it.
However if it is 0, p2 first goes to his hitstate (5XXX) and THEN changes anyway to p2stateno, but his own.
Maybe you should try the same VS. a random character to check if it really works this way.

I guess to make it safe you're better off using the ifelse in p2stateno.
    

Re: Creating a Magnetism effect...

 February 26, 2009, 10:01:32 pm View in topic context
 Posted by MikeDaBike  in Creating a Magnetism effect... (Started by Zero-Sennin December 29, 2008, 10:37:14 pm
 Board: M.U.G.E.N Development Help

Ok then if you got your "charge level" as a parent var, just use "parent,var(X) = ..."

As for the wire movement, to make it stop at a certain angle you have to give it a certain range where it is OK to stop.
This is pretty complicated stuff and I know I posted a lot of code already here, but I hope it's OK to post another suggestion for this problem.

If you use my angle calculations from above, replace all the VarAdd in state 1024 with these:
Spoiler, click to toggle visibilty

Here it's a simpler approach by calculating the wanted angle and saving it in fvar(2), thats what the three VarSet controllers do.
The first VarAdd controller checks if the difference between the current angle (fvar(1)) and the wanted angle (fvar(2)) exceeds some value (it's 5 here you can change it to different values like 3, 10 etc.) and changes the current angle var accordingly.
The last VarAdd is unchanged and resets the angle back to zero after the move is finished (after 5 seconds in this case).

Try playing a bit with this solution. Also try to change the "step size" in the VarAdd controllers (-1** ...) to greater values like 1.5 or 2 if it still isnt working as you want.
    

Re: Block Camera movement

 February 26, 2009, 12:13:04 pm View in topic context
 Posted by MikeDaBike  in Block Camera movement (Started by ultimatedude January 02, 2009, 02:19:33 pm
 Board: M.U.G.E.N Development Help

Ther is no playerpush for helpers with helpertype normal, so thats no problem (you could also use a playerpush controller for that matter).

The problems I was talking about are teleporting chars, that move behind you at some distance and thus off screen.
The two helpers will just fix the screen -> stop it from moving (I dont know if that was what you wanted).

As I said before to make it safe you got to fix your position on the screen -> calculate your position depending on the screen position (I think there are some tutorials that explain how to do that).
    

Re: Creating a Magnetism effect...

 February 26, 2009, 11:49:42 am View in topic context
 Posted by MikeDaBike  in Creating a Magnetism effect... (Started by Zero-Sennin December 29, 2008, 10:37:14 pm
 Board: M.U.G.E.N Development Help

Quote
At any rate, the code does work just about right except for the fact that the wire jitters back and forth a little once the opponent's nearby - I need it to actually draw without moving once it's got the opponent.

Does it completely stop, or will it move again after the opponent moves?

Quote
Also, I've been lookin' for a way to either set a variable for the helper equal to the magnetism variable (which is a parent variable) or just have the helper read the parent variable. If I can't do either, then this is going to be even more of a headache than I want it to be.

Why would you use a parent var for the angle (I guess that is the magnetism var you are talking about)? Does the player need this information in any state? If not there is no reason to use a parent var instead of the helper var. Just use the helpers fvar(1) like in the code I posted before.
    

Re: Hitdef persistent

 February 20, 2009, 08:58:50 am View in topic context
 Posted by MikeDaBike  in Hitdef persistent (Started by Guillier February 18, 2009, 03:58:03 pm
 Board: M.U.G.E.N Development Help

Quote
Yeah that was great...Using Movehitreset instead of using persistent = 1 on hitdef is  much more better... thanks MikeDaBike...

To be honest I just looked at your trigger, sorry for the laziness.
Persistent=1 is actually the default value, you can always omit it.
Also thats not what the movehitreset was for, sorry for the rushed answer.

    

Re: Hitdef persistent

 February 19, 2009, 04:10:21 pm View in topic context
 Posted by MikeDaBike  in Hitdef persistent (Started by Guillier February 18, 2009, 03:58:03 pm
 Board: M.U.G.E.N Development Help

After your hitdef hits once your movhit will be > 0. For this controllers to work you got to reset the movehit:
[mcode]movehitreset[/mcode]
    

Re: Best free program for recording mugen?

 February 11, 2009, 10:21:05 am View in topic context
 Posted by MikeDaBike  in Best free program for recording mugen? (Started by Mugen Man 20X6 February 11, 2009, 04:19:43 am
 Board: Off-Topic Help

    

Re: Blocking

 February 10, 2009, 10:50:36 am View in topic context
 Posted by MikeDaBike  in Blocking (Started by i_need_rice February 03, 2009, 02:43:48 am
 Board: M.U.G.E.N Configuration Help

Looks like your screenpack got a new fightfx.sff and in that file some/all sprites are wrong, having a palette where the transparent color is in the wrong place.
This problem should only happen for chars that do not use their own hitsparks.

You could change the sprites in fightfx.sff per hand (extract and change the palette) or just replace fightfx.sff and fightfx.air with the standard MUGEN files or any other hitspark files.
    

Re: Level Up!

 February 09, 2009, 05:15:54 pm View in topic context
 Posted by MikeDaBike  in Level Up! (Started by ShunpoHadouken February 09, 2009, 03:48:52 am
 Board: M.U.G.E.N Development Help

Thats why I said you should only create the explod if the var is lower than your actual power level.
    

Re: Level Up!

 February 09, 2009, 10:29:13 am View in topic context
 Posted by MikeDaBike  in Level Up! (Started by ShunpoHadouken February 09, 2009, 03:48:52 am
 Board: M.U.G.E.N Development Help

Using a helper is probably the safest method.

You can also do it in state -2 using just two controllers. You need one var that is set to your power lvl -> floor(power/1000).
BEFORE you set the var, check if it is BELOW your actual power lvl. If it is you create the explod.
You should use then XXXX+powerlvl for your explods anims.
    

Re: Creating a Magnetism effect...

 February 07, 2009, 03:42:43 am View in topic context
 Posted by MikeDaBike  in Creating a Magnetism effect... (Started by Zero-Sennin December 29, 2008, 10:37:14 pm
 Board: M.U.G.E.N Development Help

Ok so the wire has to approach the enemy smoothly. This will make it a little harder, but some changes of your code should do it:

Spoiler, click to toggle visibilty

Here fvar(1) from your wire helper will hold the angle at that the wire will be drawn. It will start at ZERO (default value for all vars) and will then increase or decrease by ONE each tick, depending on the difference to the angle that points directly to the opponent. If you want a slower movement change the -1 in the VarAdd controllers (fvar(1) = -1** ... etc.) to a lower value like 0.5.

I added Time<300 trigger to show you the effect for 5 seconds. After that it will go back to a vertical position and then change to state 1027 (I guess thats the DestroySelf state).

Here is the code for the ball:
Spoiler, click to toggle visibilty

You can change the 230 in the PosSet to any value to match the wire length. The ball is destroyed after the wire leaves the "rotation state" 1024.

I hope this gives the effect that you wanted.


    

Re: A relatively noobish problem, regarding making a helper leave

 February 06, 2009, 10:55:24 pm View in topic context
 Posted by MikeDaBike  in A relatively noobish problem, regarding making a helper leave (Started by Luigi Master February 06, 2009, 07:36:05 am
 Board: M.U.G.E.N Development Help

Quote
Okay, they both work like a charm!  Thanks Mike!  ;D  But I have found a small, near impossible to get bug:  When the helper is hit when he is coming on screen, the summoner will be in his summon state until he leaves, effectively wasting 1000 power.  This is a super move by the way.  The way I have the summoner go back to state 0 is if the helper is "destroyed" (as in, finished his job/left when hit).  How do I make him go back to state 0 when his helper is hit?

I do not completely understand what's your problem here. I guess you go back to state 0 with a numhelper trigger? You say you want to go to state 0 if your helper is hit, isnt that working already?
If you have the problem that it is destroyed too ealry you could change your HitBy/NotHitBy controller to make him invincible for some time.

Quote
Fine, just GIVE him the code. I'm sure it'll teach him heaps and he won't have to.... Oh wait he has.

Sorry I dont know what you mean. Was this directed to me?