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Алексей

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Messages by Алексей

    

Re: Karate Champ: Olympic Rematch (temp title)

 November 12, 2014, 01:20:57 pm View in topic context
 Posted by Алексей  in Karate Champ: Olympic Rematch (temp title) (Started by Balthazar November 08, 2014, 06:35:32 pm
 Board: Projects

Those sprites look amazing. I'd code this if I knew anything about game design outside of mugen. I've never played or heard of the original though, but your sprite-style is really doing it justice. Good luck to Kamekaze who (as of now at least) will be coding it. :)
    

Re: need mugen developer

 November 12, 2014, 12:12:23 pm View in topic context
 Posted by Алексей  in need mugen developer  (Started by zangafa November 11, 2014, 08:33:20 pm
 Board: M.U.G.E.N Development Help

    

Re: need mugen developer

 November 11, 2014, 11:53:47 pm View in topic context
 Posted by Алексей  in need mugen developer  (Started by zangafa November 11, 2014, 08:33:20 pm
 Board: M.U.G.E.N Development Help

We'll help you with what you're stuck with, not do it for you. You can't request characters to be made for you unless you're willing to pay. Even then, you might not get what you want.
    

Re: The amount of math you should know to create for mugen

 November 11, 2014, 08:07:55 pm View in topic context
 Posted by Алексей  in The amount of math you should know to create for mugen (Started by Speedy9199 October 16, 2014, 06:02:47 pm
 Board: M.U.G.E.N Discussion

Ah typecasting. The joys of programming, lol.
    

Re: So Monster Energy Drinks

 November 11, 2014, 06:46:55 pm View in topic context
 Posted by Алексей  in So Monster Energy Drinks (Started by Anti-11 November 10, 2014, 03:28:17 pm
 Board: All That's Left

Caffeine also has a diminishing effect on most people. The more you drink, the less it seems to do. Personally, I drank coffee (when I did) for the flavor. Mmmm, hazelnut. It was black with one ice cube to dilute the bitterness.
    

Re: The amount of math you should know to create for mugen

 November 11, 2014, 06:44:39 pm View in topic context
 Posted by Алексей  in The amount of math you should know to create for mugen (Started by Speedy9199 October 16, 2014, 06:02:47 pm
 Board: M.U.G.E.N Discussion

What does any of that have to do with your math usage in mugen? That's what this was all about, no? The fact of the matter is that anyone could get by just fine knowing only the basics of mathematics.

Bea's speech read comically to me as well as motivationally. Bea loves math and has even helped me out with some really advanced stuff in the past. She has every right to speak that way about something she's so passionate about.
    

Re: Worst habits a MUGEN user can have?

 November 11, 2014, 04:19:23 pm View in topic context
 Posted by Алексей  in Worst habits a MUGEN user can have? (Started by JustAGuy92 June 28, 2014, 05:02:14 pm
 Board: M.U.G.E.N Discussion

- People who don't implement commands that account for the drawbacks which keyboarders face
- *And the one that I REALLY wanted to rant about* - People telling you to play at slower speeds in order to avoid faults in their chars. My default is Fast 7.

First, controllers have more drawbacks with mugen than keyboards do. It was designed for keyboards. What drawbacks are you referring to? Secondly, if a character was designed to be run at normal speed, and they work fine on normal speed, then they have no flaws in that sense. The only flaw is your need to play on fast seven. You're in the minority there. Gee, I wonder why you can't enter the commands of finely tuned character for normal speed, in fast 7. C'mon man, use your noodle...

Lastly, these things you've mentioned (minus the first I suppose) aren't habits at all. If doing things the natural way is a habit, then it's nothing but a good one.
    

Re: So Monster Energy Drinks

 November 11, 2014, 07:45:05 am View in topic context
 Posted by Алексей  in So Monster Energy Drinks (Started by Anti-11 November 10, 2014, 03:28:17 pm
 Board: All That's Left

Water all the way! Perfect for cleaning out your body of all those toxins. :) Besides a custom protein drink, I don't drink anything else.

But yeah, this six-page mass is the reason why I said I wasn't going to touch on the religious part of it. It affects too many people in too many different ways and is extremely controversial. My own personal beliefs or disbelief conflicts with someone else's I'm sure. The lady in the video is completely over-analyzing something that only takes a brain to really deduce. On top of that, she's spreading her stupidity by convincing other people that she's right. I feel bad for the woman who had to get that lecture.
    

Re: [BETA v0.2] (Released)

 November 10, 2014, 04:28:40 pm View in topic context
 Posted by Алексей  in [BETA v0.2] (Released) (Started by [ƒıЯ£-ŁØřĐ] March 07, 2014, 09:11:06 am
 Board: MK vs. SF - Fight for the Universe

    

Re: So Monster Energy Drinks

 November 10, 2014, 04:23:57 pm View in topic context
 Posted by Алексей  in So Monster Energy Drinks (Started by Anti-11 November 10, 2014, 03:28:17 pm
 Board: All That's Left

Just... lol. The lack of any health benefit alone is enough to keep me from drinking that crap. I'm not even going to touch the "religious" aspect of it.
    

Re: Change constant values of character in game?

 November 10, 2014, 03:05:45 am View in topic context
 Posted by Алексей  in Change constant values of character in game? (Started by Sheng Long November 10, 2014, 01:15:19 am
 Board: M.U.G.E.N Development Help

Hmm, so you're trying to make a global gravity system? Interesting. The best way to handle this would be override their states. Is this for a full game by any chance? If so, you have free reign with the common1.cns, so you could simply code your changes into the common states themselves.
    

Re: Change constant values of character in game?

 November 10, 2014, 02:43:37 am View in topic context
 Posted by Алексей  in Change constant values of character in game? (Started by Sheng Long November 10, 2014, 01:15:19 am
 Board: M.U.G.E.N Development Help

 No you cannot. They're called constants for a reason. ;)

Instead, you have your character run at a speed using a variable you set and then just change it as you want.
    

Re: ENTER MUGENHERO! LOL (kakashi new sprite)

 November 06, 2014, 08:52:05 pm View in topic context
 Posted by Алексей  in ENTER MUGENHERO! LOL (kakashi new sprite) (Started by MugenHero November 04, 2014, 02:06:55 am
 Board: Graphics

Little correction, I didn't because I didn't have time.
Ah, you're right. It was after Ryuuku posted that you gave feedback. My bad. :P My point still stands though that people did reply to the OP in regards to his sprite. :)
    

Re: ENTER MUGENHERO! LOL (kakashi new sprite)

 November 06, 2014, 07:51:35 pm View in topic context
 Posted by Алексей  in ENTER MUGENHERO! LOL (kakashi new sprite) (Started by MugenHero November 04, 2014, 02:06:55 am
 Board: Graphics

City_Hunter, Alex, and Fallen all replied to you about your sprite before Ryuuku. Are they not people as well? Man up. You got called out on your bad behavior and you're continuing it. Leave your personal grudges out of your threads if you want valid feedback. All you're doing right now is making people want to ignore your thread because you, yourself, are not supporting it. It doesn't matter if you had a falling out with Ryuuku or not. What he asked were completely valid questions that anyone would have.

So yeah... you look like the rude one here.
    

Re: Meter Filler

 November 06, 2014, 05:38:19 pm View in topic context
 Posted by Алексей  in Meter Filler (Started by BC November 05, 2014, 07:06:24 pm
 Board: M.U.G.E.N Development Help

No problem! :)
    

Re: Selection for simul mode hard-coded?

 November 06, 2014, 03:05:52 pm View in topic context
 Posted by Алексей  in Selection for simul mode hard-coded? (Started by H1E1 November 04, 2014, 05:20:39 pm
 Board: M.U.G.E.N Configuration Help

Oh yeah, well if you keep it in the character's code, then a lot more is possible, but it won't be a true screen because you'd still have to select both characters and load them in a fight, then be bombarded with your message explod. Personally, that's a horrible experience to put the user through.

There's no way to cleanly do what you want. :\
    

Re: Training Mode Detector

 November 06, 2014, 01:25:17 pm View in topic context
 Posted by Алексей  in Training Mode Detector (Started by 2OS August 24, 2012, 10:13:41 pm
 Board: Code Library

Dude, what's with the necro?

Also, your method isn't exclusively going to pin-point demo mode. Your conditions would be true for any character ready to do a standard, 1-bar super.
    

Re: The best way to economize Vars (Bit-flag)

 November 06, 2014, 01:21:13 pm View in topic context
 Posted by Алексей  in The best way to economize Vars (Bit-flag) (Started by mabskmk November 02, 2014, 05:06:48 pm
 Board: Code Library

In this case you set only one value each time.
But you are doing the same thing as well. Setting one value each time. You might be using the bits of an int, but you're not really doing it quicker. It's not saving any time or speeding up the engine's processing using your method. Please explain to me how you think your method is any different than setting one value each time? By nature, vars can only hold one value.

which is why the bitwise operators &, | and ^ exist, they simplify their triggers, for example if I wanted to check toadman's ability I'd just use "trigger1 = var(1)&64" instead of what was indicated by OP and to set that same flag I'd use var(1):=(var(1)|64) and to turn it off I'd use var(1):=(var(1)^64)
Exactly.

    

Re: Meter Filler

 November 05, 2014, 07:50:08 pm View in topic context
 Posted by Алексей  in Meter Filler (Started by BC November 05, 2014, 07:06:24 pm
 Board: M.U.G.E.N Development Help

The easiest way to handle the scale is first by having your var(7) max be 100. Decrease it by something larger than 1 to achieve a quicker reduction. After that, the scale is really simple:

Code:
var(7)*[width_of_sprite].0 ; <-- You need to treat this as a float by adding the .0 or your result will be either 0 or 1, which is not what you want.
    

Re: Selection for simul mode hard-coded?

 November 04, 2014, 07:19:08 pm View in topic context
 Posted by Алексей  in Selection for simul mode hard-coded? (Started by H1E1 November 04, 2014, 05:20:39 pm
 Board: M.U.G.E.N Configuration Help

That's not really possible either. You don't have that level of control with mugen.