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Dr. H

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Messages by Dr. H

    

Re: Projectile Helper -Updated-

 July 21, 2008, 12:49:32 am View in topic context
 Posted by Dr. H  in Projectile Helper Detection WorkShop -Updated- (Started by Dr. H July 20, 2008, 10:48:38 am
 Board: Development

Found a nice method to solve our problems: Added a new function for our helper (also, note that I removed partner support for now):

Quote
[Statedef -3]

[State -3, Helper]
type = Helper
trigger1 = Ctrl && NumHelper(199991)=0
helpertype = normal ;player
name = "Detection Helper"
ID = 199991
stateno = 199991
pos = 0,0
postype = p1

[State -3, VarSet]
type = VarSet
trigger1 = ctrl
trigger1 = NumHelper(199991)=1&&Helper(199991),time=2
v = 35
value = (numhelper)+(enemy,numhelper)+(var(36))+(33)+1 ;Removed Partner Compatibility
persistent = 0

[State -3, VarSet]
type = Varadd
trigger1 = 1;Adds One every tick.
v = 37
value = 1

[State -3, VarSet]
type = VarSet
trigger1 = Var(37) > 10+Var(35)
v = 37
value = var(35); After 10 ticks, resets to the maximum of players ids (var(35) so far. Could be less than 10, maybe. 2 players can't put that many helpers at so little time.
Quote
[Statedef 199991]
type = S
ctrl = 0
anim = 1

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = parent,var(37)>=parent,var(35)
trigger1 = PlayerIDExist(parent,var(37))
v = 35
value = parent,var(37);If parent's var(37) happens to be the same value of maximum player id, var(35) will be updated =).
Now it's much smaller:

Quote
;Ryuu Kagejin
[State -1, Ryuu Kagejin]
type = ChangeState
value = 1200
triggerall = statetype != A
triggerall = statetype = S
triggerall = ctrl
trigger1 = PlayerIDExist(var(37)) ;We're now working with var(37).
trigger1 = playerID(var(37)),TeamSide != TeamSide
trigger1 = playerid(var(37)),vel x > 0;Add hitdeffattr (or movetype = A if you see fit).

Good enough?
    

Re: Projectile Helper Detection WorkShop -Check It Out-

 July 20, 2008, 07:00:56 pm View in topic context
 Posted by Dr. H  in Projectile Helper Detection WorkShop -Updated- (Started by Dr. H July 20, 2008, 10:48:38 am
 Board: Development

Quote
Would need a way to detect if there's any player ID that meets the conditions, as it stands checking only a range of X will only consider the first X helpers that are created in that range, as the ID's keep adding up each time a helper is created they'd quicky get outside the range and become undetectable.  But it looks like you're aware of that anyway.

That's pretty much the purpose of this topic. I need a trigger for every number above var(35).

Quote
Also I think that HitDefAttr would cover it as far as checking whether each helper is a projectile or not, other parameters are just optional

Sure, HitDefAttr covers it alright. It's just that checking the helper's vels, among other things, would help at counter it with specifics moves.

Quote
Oh, and checking if each helper is owned by an enemy so you're not reacting to harmless projectiles, which at a first glance I don't think is possible without multiple redirection (playerID(X), root, ID != ID to see if the helper is not yours, then another for the partner, but all of these would be invalid expressions).

I'm not working on this atm, but doesn't looks to be that hard to check if it's our helper that's traveling around. We could pretty much trigger it so he won't try to counter things if any of our new helpers ids (and now I talk about the id we set when creating a helper) are on the screen. Characters generally don't recover fast enough from projectile states to cast a reflector in time anyway. As for partner's helpers, just don't play simul. ;P

So, again, I'm just trying to find a trigger that covers any number above var(35). 40, in this specific case. :)
    

Re: Projectile Helper Detection WorkShop -Check It Out-

 July 20, 2008, 12:25:39 pm View in topic context
 Posted by Dr. H  in Projectile Helper Detection WorkShop -Updated- (Started by Dr. H July 20, 2008, 10:48:38 am
 Board: Development

First, one correction: The Detection Helper is not supposed to set the var as soon as we get control, but a moment later.

Elix: We can easily filter those helpers by adding movetype and/or hitdefattr along with the vel x line. The purpose of going all the way to PlayerId is just that -we can go deep further enemy's helpers parameters and counter it as we see fit. :happy:

Not to say that generally those types of helpers start as soon as their owners gets control (say, grooves), so most of than are already filtred by var(35).
    

Projectile Helper Detection WorkShop -Updated-

 July 20, 2008, 10:48:38 am View in topic context
 Posted by Dr. H  in Projectile Helper Detection WorkShop -Updated- (Started by Dr. H July 20, 2008, 10:48:38 am
 Board: Development

First of all, sorry if it's to incomprehensible, I tried my best with this poor english of mine. Any questions, feel free to ask.

So... since we can't redirect our triggers into enemy's helpers, I'm rely only on this PlayerId redirection.
I'll make small comments inside the states sctrls:

PS: This character is Eiji_WLS. Download it at www.trinitymugen.net.

State -3:
Quote

;The purpose of this helper is only to active the next sctrl as soon as we gain control, and only at that time.
[State -3, Helper]
type = Helper
trigger1 = Ctrl && NumHelper(199991)=0
helpertype = normal ;player
name = "Detection Helper"
ID = 199991
stateno = 199991
pos = 0,0
postype = p1    ;p2,front,back,left,right

[State -3, VarSet]
type = VarSet
trigger1 = ctrl
trigger1 = NumHelper(199991)=1&&Helper(199991),time=2
v = 35
value = (numhelper)+(partner,numhelper)+(enemy,numhelper)+(var(36))+(33)+1
;Here we shall give to var35 the value of all player's IDs so far, plus an extra 1. Note that var36 are p3 and p4 id's. They must be placed at state 190:

State 190:

Quote
[State 190, VarAdd]
type = VarAdd
trigger1 = TeamMode = Simul
Trigger2 = Enemy, TeamMode = Simul
v = 36   ;fv = 10
value = 1

And the state of that helper we did:

Helper State

Quote
[Statedef 199991]
type = S
ctrl = 0
anim = 1

[State 0, ParentVarSet]
type = null;ParentVarSet
trigger1 = time = 0

So, put Eiji_WLS against himself and we'll see that var(35) is assuming the value of 40. The last Player Id should be 39 then.

Now, to the problem:

CMD

Quote
;Ryuu Kagejin
[State -1, Ryuu Kagejin]
type = ChangeState
value = 1200
triggerall = statetype != A
triggerall = statetype = S
triggerall = ctrl
trigger1 = PlayerIDExist(var(35))
trigger1 = playerid(var(35)),vel x > 0
trigger2 = PlayerIDExist(var(35)+1)
trigger2 = playerid(var(35)+1),vel x > 0
trigger3 = PlayerIDExist(var(35)+2)
trigger3 = playerid(var(35)+2),vel x > 0
trigger4 = PlayerIDExist(var(35)+3)
trigger4 = playerid(var(35)+3),vel x > 0
trigger5 = PlayerIDExist(var(35)+4)
trigger5 = playerid(var(35)+4),vel x > 0
trigger6 = PlayerIDExist(var(35)+5)
trigger6 = playerid(var(35)+5),vel x > 0
*I know that it's not a simple parameter like vel x that covers all the difference between a helper proj and a simple helper, I'm just doing one thing at a time.


So, every new helper whose playerid's placed between var35 and var35+5 and is moving forward will trigger Ryuu Kagejin.

Question is: is there a way to code it so it will trigger for every number above var(35)?
 
    

Re: Need to contact virtualltek to suggest some improvements for FF

 July 13, 2008, 08:38:17 pm View in topic context
 Posted by Dr. H  in Need to contact virtualltek to suggest some improvements for FF (Started by Nobun July 13, 2008, 04:03:31 pm
 Board: M.U.G.E.N Discussion

    

Re: Hardest Games of All Time in your opinion.

 June 26, 2008, 03:06:55 am View in topic context
 Posted by Dr. H  in Hardest Games of All Time in your opinion. (Started by Mr.L (Back and better than ever) June 23, 2008, 11:33:25 pm
 Board: Gaming

1: The Simpsons: Bart vs. the Space Mutants. All about jumps and their minimum chances of success.
2: Mortal kombat 2. AI can do the impossible + plus all characters fights just the same except Khan and Kintaro.
3: Metal Slug 6.  It's like playing against "mu ni kaerou" spammers, but without guard. Horrible game.

Others that are fairly easy but seems to have all of it's effort at being hard placed in a single spot:

FFXII: Easiest of all FF, but that fight against those two judges inside Dreadnought Leviathan are a pain.
FFTactics: Wiegraf. It's pretty fun, thought.
SVC CHAOS: Guile. Just fucking SVC Guile.
    

Re: Geese released

 June 24, 2008, 05:13:43 am View in topic context
 Posted by Dr. H  in Geese released (Started by PotS June 20, 2008, 11:37:11 pm
 Board: Your Releases, older Mugen

Just found this weird bug where he'll kill me with crouch light kick chain and would be stucked in this state, looping for some time, only then he would be redirected to win states.
Sorry, no shots. :(
    

Re: Washizuka (Main File Fixed)

 June 23, 2008, 05:25:07 am View in topic context
 Posted by Dr. H  in Washizuka (Main File Fixed) (Started by Dr. H June 19, 2008, 11:31:56 pm
 Board: Your Releases, older Mugen

Thank you.
SVC2 is progressing nicely by the name of Neogeo Vs Capcom.
Washizuka and all characters that I'll release in near future (being Shen Woo probably the next) are going to be in it.

BTW, no more bugs? Time to annoy KFM then. ;P
    

Re: Hauzer: Red Earth/Warzard + Capcom Fighting Jam

 June 21, 2008, 02:41:01 am View in topic context
 Posted by Dr. H  in Hauzer: Red Earth/Warzard + Capcom Fighting Jam (Started by Mature4evr June 21, 2008, 01:57:39 am
 Board: Projects

Quote
I had considered holding an impromptu poll, to collect opinions regarding the inclusion of Mystic Magic(...)

Considering that Hauzer's gameplay seems to rely only in standalone moves (not quite the combo happy character), that's actually a pretty good idea.
It's all up to how you would implement the idea, Mystic Magic itself would'nt turn him into a cheap fighter.

Definitely waiting for this character, wish you all the luck. :)
    

Re: Washizuka (Main File fixed)

 June 20, 2008, 06:47:35 am View in topic context
 Posted by Dr. H  in Washizuka (Main File Fixed) (Started by Dr. H June 19, 2008, 11:31:56 pm
 Board: Your Releases, older Mugen

Posting again, just to say that the main file is fixed, patch no longer needed.
Hope that covers all the most critical problems. :)

Edit: Ok, I screwed once again. :P
Level 1 hyper, strong version: Still displays an extra hyperspark (in case you're using the default fightfx).
To fix that, just add a "anim = -1" (no quotes) under movetime parameter, at superpause sctrl, state 3010.
Or just change the entire superpause for this one:

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 28
darken = 1
p2defmul = 1
poweradd = -1000
movetime = 28
anim = -1

...or just be cool and download some other fightfx whose anim 30 is unexistent. :P
Will fix the main file once I have more things to fix, or in this weekend.
    

Washizuka (Patch Added)

 June 20, 2008, 02:18:28 am View in topic context
 Posted by Dr. H  in Washizuka (Main File Fixed) (Started by Dr. H June 19, 2008, 11:31:56 pm
 Board: Your Releases, older Mugen

You are right, and I also forgot the anim=-1 for superpause sctrl. Both fixed, thank you.

Oh, and first post edited.
    

Re: Washizuka

 June 20, 2008, 01:41:59 am View in topic context
 Posted by Dr. H  in Washizuka (Main File Fixed) (Started by Dr. H June 19, 2008, 11:31:56 pm
 Board: Your Releases, older Mugen

Yeah, tried in both default stages and worked just fine. This plus superspark code looks ok.

Also, did what Baiken told. There's no available command for this feature, right?
    

Re: Washizuka

 June 20, 2008, 12:51:59 am View in topic context
 Posted by Dr. H  in Washizuka (Main File Fixed) (Started by Dr. H June 19, 2008, 11:31:56 pm
 Board: Your Releases, older Mugen

Link fixed.

"Hold direction" moves require to release the direction held before inputing the next ? (like, release b before tapping f) it's not really intuitive for those using a keyboard, and it doesn't bring much to those using a stick/pad.

Not really how I think it should be, but ok, will change.

Both supers have a superspark on his feet.

Hm? Where ???




    

Washizuka (Main File Fixed)

 June 19, 2008, 11:31:56 pm View in topic context
 Posted by Dr. H  in Washizuka (Main File Fixed) (Started by Dr. H June 19, 2008, 11:31:56 pm
 Board: Your Releases, older Mugen

    

Re: 2K3

 December 22, 2007, 04:23:11 am View in topic context
 Posted by Dr. H  in SNK's Saving Grace: King Of Fighters XI (Started by Kensuke December 18, 2007, 02:58:22 pm
 Board: Fighting Games

However, I do like most of the new characters....except Malin (I must admit it, I prefer the overpowered versions of DuoLon and Ash in 2K3 than the extremely dumbed down versions of XI, DuoLon had a reason to be dumbed down, but Ash didn't, the invincibility frames in his special and supers were needed, since he's a charge character)

Ash? Toned down? Fine, he lost much of his D,U+Kick invincibility... but his offensive side is much improved... better mind game (close weak kick comes to mind), one of the best CD attacks of the game, one of the best LDMs (2k3 one is useless...) and his 2qcf+k is still that good...

Agree with you about Malin and Duolon thought.... his more than "toned down". He can only be actually useful as a leader... and there are a lot of more useful leaders.
    

Re: Something terrible has happened to Reu...

 November 30, 2007, 12:08:12 am View in topic context
 Posted by Dr. H  in Something terrible has happened to Reu... (Started by VinnyJ November 25, 2007, 03:04:52 pm
 Board: M.U.G.E.N Discussion

To remember those FF7 remixes he made a while ago... such a nostalgic feeling.

Stay in peace, Reuben Kee. Known that you earned yourself a place in the heart and thoughts of many.  :)
    

Re: AI Coding Tips, Suggestions, etc.

 October 13, 2007, 06:39:20 am View in topic context
 Posted by Dr. H  in AI Coding Tips, Suggestions, etc. (Started by The Lord of the Flies October 11, 2007, 12:43:37 am
 Board: Development

Tips for Rugal:

*Your AI must play as a rush-down char, I believe. Rugal players aways tries to corner his opponents for stand/crouch medium kick -> Reppuken spam and a mind game using normal grab, Genocide Cutter and short Asura Senkuu backward.

*Since you're going for offense, do not give him much Genocide Cutter probability (for balance, too). Instead he could use some Asura Senkuu to evade it.

*Another good way to corner God Rugal's opponents is actually turtle from a good distance, making p2 go to attack. When he's about to corner Rugal, Asura Senkuu forward.

*Remember: God Press = instant corner.

*His Hcb+K is just too cheap. Do not abuse of this move.

Overall:
Keep in mind that if you're willing to give your AI a humanistic feeling, then you must focus on a specific play style. Don't give  too many options for both offense and defence. ;)
    

Re: Lucy Fernandez by On.Off & Fervicante

 September 27, 2007, 08:11:22 pm View in topic context
 Posted by Dr. H  in Lucy Fernandez by On.Off & Fervicante (Started by Cybaster September 26, 2007, 10:31:01 am
 Board: Found Releases

    

Re: Vega/Balrog Again (Ex version Added) (First Release For My Game Project)

 September 27, 2007, 03:42:48 am View in topic context
 Posted by Dr. H  in Vega/Balrog Again (Ex version Added) (First Release For My Game Project) (Started by Dr. H September 26, 2007, 06:20:16 pm
 Board: Your Releases, older Mugen

-one of his heavy kicks has the slash sound effect on it
-Crouching LK does the same
-Hitspark for crouching LP looks odd being so high
-the hyper move where he does the backflips can chain into itself: you can continuesly do the 2-flip version on an in-air opponent

plays pretty good overall

Yeah, all these bugs seems to appear due to the undo I gave from his actual codes from NVC... kinda easy, but almost enought for a new update. Will wait a bit more. Thanks.


Some good news, a friend just sended back my Taberna stage, but it's a little outdated... Chances are I release it together with Vega's update. :)
    

Re: Vega/Balrog Again (Ex version Added) (First Release For My Game Project)

 September 26, 2007, 11:39:26 pm View in topic context
 Posted by Dr. H  in Vega/Balrog Again (Ex version Added) (First Release For My Game Project) (Started by Dr. H September 26, 2007, 06:20:16 pm
 Board: Your Releases, older Mugen


Will post feedback in a little while -- I'm not all that great at it, but I'll give it a shot.   :sugoi:

I'll be waiting :)

Never had a chance to try this before, so I'm downloading right now. Vega happens to be one of my favorite characters, and I think I'm one of the few people out there who thinks he's seriously underrepresented in MUGEN (heck, there isn't even a CvS Vega/ Balrog in existance as far as I know).

Will post feedback in a little while -- I'm not all that great at it, but I'll give it a shot.   :sugoi:

And just out of curiosity, can anyone at all tell me where to find that stage in the screenshot?.

That's mine too. Well, was, since I lost it. I'll probably take this wip back any time.

You're doing a game project?  Is it a CvS/SvC project

SVC... NeoGeo VS Capcom, actually. Still, it's currently in stand by since I'm helping in another game too.