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Алексей

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Messages by Алексей

    

Re: What was the first thing you wanted to make upon discovering mugen?

 December 08, 2014, 02:40:40 pm View in topic context
 Posted by Алексей  in What was the first thing you wanted to make upon discovering mugen? (Started by Niitris December 01, 2014, 05:58:49 pm
 Board: M.U.G.E.N Discussion

I wanted to make a horrible chiibi Naruto character... so I did... and it was indeed horrible. This was before the days of having any knowledge of code and programming.
    

Re: NZCR Progress Thread

 December 04, 2014, 08:14:05 pm View in topic context
 Posted by Алексей  in NZCR Progress Thread (Started by Алексей July 16, 2013, 06:32:49 pm
 Board: Naruto Shippuden: NZC

I need them badly lol. :) Nah, I've been a little too discouraged from the whole thing and took a break.
    

Re: Is this possible ?

 December 04, 2014, 04:17:37 am View in topic context
 Posted by Алексей  in Is this possible ? (Started by Kid-Ares December 04, 2014, 03:29:10 am
 Board: Development

Nope, that's not possible.
    

Re: NZCR Progress Thread

 November 24, 2014, 07:19:47 pm View in topic context
 Posted by Алексей  in NZCR Progress Thread (Started by Алексей July 16, 2013, 06:32:49 pm
 Board: Naruto Shippuden: NZC

Sounds great to me, can't wait to see the new Fx. But, what aren't you happy with exactly? Are you going to post a preview of this new moves?
Well, the original artists decided to give Kakashi extremely awkward moves for just basic attacks. I decided that they had to be redone to look more natural, but I can't sprite worth crap. Because of this, my first attempt needs to be redone. I don't know what it is really. They look good animated in a .gif, but for some reason in game, they just don't work.

I might. Not really sure about that.
    

Re: Attack on Titan/ Shingeki no Kyojin Mind the spoilers please!

 November 24, 2014, 06:09:03 pm View in topic context
 Posted by Алексей  in Attack on Titan/ Shingeki no Kyojin Mind the spoilers please! (Started by Nomechy September 29, 2013, 08:17:39 pm
 Board: Entertainment

Personally, I really like Hanji. She's shown a lot of character throughout the manga. She's crazy for titans, but also for peace and will go to any lengths to get there. Levi and Mikasa are just awesome fighters, but they don't really have much development, which is to be expected I suppose. After all, Eren, Miskasa and Armin don't really constitute themselves as individual human beings, but parts of a whole.
    

Re: Attack on Titan/ Shingeki no Kyojin Mind the spoilers please!

 November 24, 2014, 05:43:45 pm View in topic context
 Posted by Алексей  in Attack on Titan/ Shingeki no Kyojin Mind the spoilers please! (Started by Nomechy September 29, 2013, 08:17:39 pm
 Board: Entertainment

But but bu... we don't know anything about him! >:( I demand answers before I can call him anything, lol.
    

Re: NZCR Progress Thread

 November 24, 2014, 04:20:27 pm View in topic context
 Posted by Алексей  in NZCR Progress Thread (Started by Алексей July 16, 2013, 06:32:49 pm
 Board: Naruto Shippuden: NZC

So... Kakashi is still in progress and has really been draining my energy and motivation, but what was done recently was:
- Suiryuudan Path Change. Instead of following a basic parabola, the path has been changed to something a little more safe to use. The dragon comes out and up, but takes a sharp arc downwards. This means that the only way to really dodge is it in the air. Even then, if you're too low, you'd get hit.
- Kamui revamp. New effect and startup. The Sharingan eye is gone.
- Bug fixes and the usual.

Other than that, I'm (still) trying to sprite or resprite some moves. I'm just not happy with them.
    

Re: Fighter Factory 3.0 Final Release Preview v2

 November 24, 2014, 03:51:45 pm View in topic context
 Posted by Алексей  in Fighter Factory 3.0 Final Release Preview v2 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, Mugen 1.0 +

Can someone tell me the differences between x64, x86 versions? I'm not familiar with different windows versions.
And is the Debug version only necessary if it crashes?

The 64-bit version is compatible with 64-bit CPUs and is therefore faster. That's the only difference. Download 64-bit if you have a 64-bit processor and operating system, otherwise, 32-bit is for you. The Debug version is necessary for reporting bugs after they happen because it will provide you with more info than the release version, which instead will silently crash.
    

Re: Attack on Titan/ Shingeki no Kyojin Mind the spoilers please!

 November 20, 2014, 08:20:42 pm View in topic context
 Posted by Алексей  in Attack on Titan/ Shingeki no Kyojin Mind the spoilers please! (Started by Nomechy September 29, 2013, 08:17:39 pm
 Board: Entertainment

    

Re: Is Partner, or Check ID if Partner?

 November 20, 2014, 08:15:50 pm View in topic context
 Posted by Алексей  in Is Partner, or Check ID if Partner? (Started by Sheng Long November 17, 2014, 07:15:40 pm
 Board: M.U.G.E.N Development Help

Yes, I believe that cond is a trigger in mugen 1.0 only.

Lol, 1.0 for life! But seriously, yes you can do that. You just have to be aware of what works in each. It's easier to code for WinMUGEN from the start I think. WinMUGEN characters will work on mugen 1.0, but not the other way around.
    

Re: Is Partner, or Check ID if Partner?

 November 20, 2014, 04:15:32 pm View in topic context
 Posted by Алексей  in Is Partner, or Check ID if Partner? (Started by Sheng Long November 17, 2014, 07:15:40 pm
 Board: M.U.G.E.N Development Help

    

Re: Is Partner, or Check ID if Partner?

 November 20, 2014, 02:44:55 pm View in topic context
 Posted by Алексей  in Is Partner, or Check ID if Partner? (Started by Sheng Long November 17, 2014, 07:15:40 pm
 Board: M.U.G.E.N Development Help

Also, can someone tell me why, when doing single mode, this code displays "has no 0-th partner"

They should be basically the same, except to check if there is a partner, or no partner. I wanted the first code, but it's giving me that 0th partner error.
I just saw this now, but the reason is quite simple. Let's compare the two:

Code:
triggerall = NumPartner <= 0 || NumPartner > 0 && ID < Partner, ID
In this example, you have everything on one line. First, numpartner<=0 will be evaluated. This will be true in single player modes. Next, the other side of the OR operand is evaluated. numpartner and partner are evaluated one after the other. However, if you have no partners, "partner" redirection will result in the error you're seeing. Why is this? It's because you aren't stopping the evaluation after it's found that you have no partners via numpartner.

Code:
triggerall = NumPartner > 0
triggerall = ID < Partner, ID
In this example, you have numpartner being checked first. Then, if the first line is true, the next line will be evaluated. This is safe and won't cause the error.

Do you see the difference? As a closing note, I would like to add that you can surly fix the single line of code to work for you. Observe:
Code:
triggerall = cond(numpartner, partner,ID<ID, 0)
What does this do? I'm sure you've seen ifelse and have used it before. If not, it basically evaluates the first parameter and returns either the second or third expression's evaluation depending on the result of the first expression.
Code:
ifelse(1, 5, 10) ; will return 5
ifelse(0, 5, 10) ; will return 10
The drawback with this is that both "5" and "10" are evaluated by mugen. "cond" does exactly the same thing except that it doesn't evaluate both "5" and "10" for the sake of this example. Instead, it will ONLY evaluate the expression that will be returned. Going back to my example before of cond, you see numparter. This will be false in single player mode. Then, the next parameter is your partner expression, and the one after is simply 0. The result will be 0, because numpartner was false. If simul mode, numpartner will be true and then the "partner" expression will evaluated instead.

I apologize for the long-winded explanation, but I really wanted to show you how it works.
    

Re: Attacks from Helper, then redirect Target to Root?

 November 20, 2014, 02:26:45 pm View in topic context
 Posted by Алексей  in Attacks from Helper, then redirect Target to Root? (Started by Sheng Long November 20, 2014, 06:17:59 am
 Board: M.U.G.E.N Development Help

The only way you can force an enemy into custom states is by hitting them. What you want seems doable though. Basically, it would work like this:

1.) Have this helper hit the enemy and store its ID (target,ID) in a var.
2.) If the var is set, containing the ID of your target, then position the helper on target by redirecting to the player via their ID directly. For example: playerID(var(x)),pos x for their x position.
3.) Now that the helper is basically stuck to the enemy, have the helper hit the target whenever you want them to go into a custom state.

Hope that helps.
    

Re: common1.cns

 November 17, 2014, 08:32:57 pm View in topic context
 Posted by Алексей  in common1.cns (Started by BC November 17, 2014, 05:57:03 pm
 Board: M.U.G.E.N Development Help

The problem with your code is with your trigger for your Explod. As soon as it gets removed, the numexplod(9000)=0 trigger will make it respawn. This would be so quick it looked like nothing happened.
    

Re: common1.cns

 November 17, 2014, 06:56:00 pm View in topic context
 Posted by Алексей  in common1.cns (Started by BC November 17, 2014, 05:57:03 pm
 Board: M.U.G.E.N Development Help

You can use character vars in common1 just fine. How are you trying to use them? Post some sample code so we can see.
    

Re: Calculating X/Y distance, relative to P1's and P2's faces? Or close estimate?

 November 16, 2014, 05:04:49 pm View in topic context

Quick question... what is enemynear(0)?  I underatand redirects but is there a significance for the zero? Or is that a placeholder for the ID of P2?   I've avoided this redirection bc Im not sure exactly how you obtain the id number, or how/when this is more practical/different from just "enemy."
enemynear(0) is the same thing as enemynear. "0" means that it will be redirecting to the nearest enemy to you. enemynear(1) would redirect to the second nearest enemy to you. Think of the number as more of an index than an ID. enemy redirects to the first enemy found. Similar to enemy(0) while enemy(1) redirects to the second enemy found. The major difference between enemy and enemynear is the "near" part. Sometimes you'd want to know who's closest to you, while other times you'd rather know who is the second enemy. On a final note, using enemynear and enemynear(0), do the same thing, but it's basically user preference at that point. Personally, I use both, but usually am using enemynear(0). It's a force of habit I suppose. XD Hope that clears this up for you. :)

    

Re: Calculating X/Y distance, relative to P1's and P2's faces? Or close estimate?

 November 16, 2014, 12:14:07 am View in topic context

Another way that comes to mind that could added on top of what you have already is by detecting the stateno and prevstateno of your enemy. For example:

Code:
trigger1 = (enemynear(0),stateno=[10,12]) || (enemynear(0),prevstateno=[10,12]) ; If they're crouching or were crouching in the last state.

Most characters don't really have crouching chains, so usually, you'd see 11->400->11 for a simple crouching attack.
    

Re: [WIP] Jailbot (from Superjail!)

 November 16, 2014, 12:07:35 am View in topic context
 Posted by Алексей  in [WIP] Jailbot (from Superjail!) (Started by altoiddealer April 16, 2013, 04:00:56 am
 Board: Projects

Agreed. That looks really smooth and natural. I didn't even notice the arms until you mentioned them. Your attention to detail is astounding though.
    

Re: Attack on Titan/ Shingeki no Kyojin Mind the spoilers please!

 November 12, 2014, 05:42:39 pm View in topic context
 Posted by Алексей  in Attack on Titan/ Shingeki no Kyojin Mind the spoilers please! (Started by Nomechy September 29, 2013, 08:17:39 pm
 Board: Entertainment

Right and there's so much that we don't know right now that all we can really do is theorize. It was nice of them to finally uncover a bit of what happened with Grisha. The thing about Eren's power(s) is that at first we thought he only had The Coordinate, but seeing how Eren ate his father and his father ate Frieda who had the "invincibility" power, that means that Eren has it too, if it really does work that way. There's also the speculation that Eren has the ability to harden as "all" titans do. Really, we know the titans in the walls are the ones who can harden as well as Annie.

Monkey had better make some sort of difference or he's just a pointless character... He made such an impression and then just left. WTF?
    

Re: Attack on Titan/ Shingeki no Kyojin Mind the spoilers please!

 November 12, 2014, 03:34:28 pm View in topic context
 Posted by Алексей  in Attack on Titan/ Shingeki no Kyojin Mind the spoilers please! (Started by Nomechy September 29, 2013, 08:17:39 pm
 Board: Entertainment

im so done with this manga lmao, its getting progressively more stupid

the onlyw ay this can be redeemed is if beast titan reverse engineers the 3DG to make titan jetpacks and catapults

Lol, for the longest time, I was thinking that the Sasquatch titan was working for the government due to the (albeit stretched) correlation between Sasquatch taking Mike's (Mee-kay) 3DMG and the monarchy having a new line of 3DMG that allows for guns. A line used for taking on humans instead of titans. Some of my friends don't think that though since the new line of 3DMG was just in hiding and never announced. I'm not sure if we have proof of that.

In any case, chapter 63:
Spoiler, click to toggle visibilty