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Cyanide

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Messages by Cyanide

    

Re: Char Music Problems

 September 28, 2007, 09:29:50 am View in topic context
 Posted by Cyanide  in Char Music Problems (Started by zabuzafreak September 28, 2007, 08:31:12 am
 Board: M.U.G.E.N Development Help

Workaround. It's a full game. Set up seperate .def files for the bosses stages, apply them to the boss only (not available in extra stages) and put that music in.

So you'd have rocks.def (normal music) and rocks2.def (boss music)
    

Re: Explod/EnvColor Help

 September 27, 2007, 10:02:47 am View in topic context
 Posted by Cyanide  in Explod/EnvColor Help (Started by tetsuo9999 September 27, 2007, 07:32:46 am
 Board: M.U.G.E.N Development Help

Well the hitdef shouldn't.

As for the other 2.

Ignorehitpause = 1
    

Re: Helpers in front

 September 26, 2007, 07:48:25 am View in topic context
 Posted by Cyanide  in Helpers in front (Started by tetsuo9999 September 26, 2007, 07:10:01 am
 Board: M.U.G.E.N Development Help

Helpers intrinsically have playerpush set to off. If it's appearing behind your character give it a positive X position. If you'e speaking of the sprites being underneath the parent rather than behind in a positional sense.

Sprpriority = 5
    

Re: HitDef issues

 September 26, 2007, 03:58:58 am View in topic context
 Posted by Cyanide  in HitDef issues (Started by hjk September 22, 2007, 04:33:29 pm
 Board: Development

You mean yuri breaking OUT of it into a parry correct?

If no human can do that it's an AI flaw. Or pots wanted his AI to do that, for some reason. It won't be a bug with mugen code, it'll be bad triggering.
    

Re: HitDef issues

 September 26, 2007, 03:49:25 am View in topic context
 Posted by Cyanide  in HitDef issues (Started by hjk September 22, 2007, 04:33:29 pm
 Board: Development

Scratch previous gibberish.

Made a 3 frame, 3 time attack. Quite simple nothing wierd. Tried triggering on both animelem = 2 and time = 1 and time = 0. Punched p2 about 80 times in all situations. Didn't miss once. Well aside from when cornerpush sent me out of range.

How many variables are you adding. Like is this standing vs standing? Or part of a combo.

I'm happy enough to believe you but i'm going to need to experience it first.
    

Re: HitDef issues

 September 26, 2007, 03:31:26 am View in topic context
 Posted by Cyanide  in HitDef issues (Started by hjk September 22, 2007, 04:33:29 pm
 Board: Development

Is it a public character? I mean if it's private and he doesn't want people to know about it, keep it that way so he doesn't get annoyed. If it's online and readily available then you're being useful providing feedback.

I'm personally of the opinion it's a 1 tick hitbox. I suggest you open the animation and check how long the frame is that has the red box on it.
    

Re: HitDef issues

 September 26, 2007, 02:29:04 am View in topic context
 Posted by Cyanide  in HitDef issues (Started by hjk September 22, 2007, 04:33:29 pm
 Board: Development

Red clsns = clsn1's = what hits in an attack.

There is no reason for the clsn1's not to appear. Nothing you do can cause that. Setting juggle points too high, an impossible trigger. If the clsn boxes have been placed ON the sprite, that's where they stay. They don't just vanish is my point. I'm not saying it's not wrong. I'm just wondering why it's occuring. I've had my share of wierd shit from mugen but that's not one of them.

Even if an attack has no hitdef it doesn't make clsn boxes vanish. If they aren't there there must be a reason for it, even if said reason is mugen's broken.

Actually, all i can think of is he's set it up so a 1 tick frame has those hitboxes and your video capture hasn't captured them so it makes them appear missing.

Just to give you a better idea of what i'm talking about. Take any character, load it up in fighter factory. Then draw a clsn1 (red) box above the characters head on his standing animation. Set it up as a default box. Then test it, you'll see the box is always there even though stand is a non attack state and has no hitdef associated with it.
    

Re: DBZ Chars in mugen

 September 26, 2007, 01:41:48 am View in topic context
 Posted by Cyanide  in DBZ Chars in mugen (Started by Animugen September 25, 2007, 08:05:17 pm
 Board: M.U.G.E.N Discussion

I like it in general. I hate it in mugen.

I have erm, 3 i think. But then i made all those so i plan to keep them. There might be one or 2 more purely for testing purposes but those generally get deleted after testing is done (no offence to those i test for).
    

Re: Tumble

 September 26, 2007, 01:38:56 am View in topic context
 Posted by Cyanide  in Tumble (Started by IEatRamen September 25, 2007, 12:53:54 am
 Board: M.U.G.E.N Development Help

In SF, this is referred to as recovery roll (generally)
In KoF it's Evade

Some SF people have it in the same format as KoF.

With the KoF evade it's best to use nothitby as you're meant to be able to be thrown while using an evade. SF/capcom games, not sure.
    

Re: HitDef issues

 September 26, 2007, 01:29:40 am View in topic context
 Posted by Cyanide  in HitDef issues (Started by hjk September 22, 2007, 04:33:29 pm
 Board: Development

That last punch. It's obvious why it misses, there's no red box. I would query WHY there's no red box. Even when an attack has used up all it's juggle points the red box still displays. Or if there's no hitdef it still displays. Or even when the state you're in isn't classed as A but I or H you'll still get the red box. Why it's not showing on that one frame is rather confusing. Not saying you're wrong here but i think you have the wrong end of the stick. There's no reason hitboxes shouldn't display unless you haven't put them in, or are using a helper for the attack and it doesn't show up. Non activating hitboxes != non activating hitdef.

A lot of your misses on that uppercut are more p2 than p1, person has gone for a too accurate idea of them. Not the general lines. Thats not so much mugen as it is whoever's making the character.

The standing heavy step forward kick. THAT one confuses me, i could attribute it to the inherent nothitby on getup except for the fact his clsn2 doesn't change to pale blue. Not sure, would need both characters. Oh and he's not getting up.
    

Re: Getting mugen online. Litteraly

 September 24, 2007, 10:53:02 pm View in topic context
 Posted by Cyanide  in Getting mugen online. Litteraly (Started by MasterjX9 September 24, 2007, 02:55:32 pm
 Board: M.U.G.E.N Development Help

Massive massive difference between your nes game and mugen.

Your nes game is a small precompiled thingy with nothing extra required to run and BOTH people involved can play the exact same object.

Mugen in comparison is a mess of files. External fonts, config files, different select.defs for everyone etc. Rather large.

I'm sure molebox got rid of some of this for you but molebox kills mugens customisability. ie everyone must use what you molebox. Gogo 1000000 different moleboxed mugens just so 2 people can play 2 different and specific characters.
    

Re: wip hanzou

 September 24, 2007, 09:07:01 am View in topic context
 Posted by Cyanide  in  wip hanzou (Started by hattori hanzo September 21, 2007, 02:44:09 pm
 Board: Development Resources

Quote
Fucking do it yourself?
Not helpful, tone it down, be polite.

If you plan on starting a project you should be prepared to do all the work yourself. Even if you get some people on board you should still be prepared to do 98% of it yourself.

This of course doesn't really belong here and should be in development resources. You aren't asking for help with any one aspect of creation but rather people to do work for you.

People doing work for you is iffy at best and never really well respected. Mostly cos the people who offer are metooists. People who want in for credit but are unwilling or not knowledgable enough to do the work.

Moving.
    

Re: new problem, this time my char doesnt get damaged

 September 24, 2007, 08:54:04 am View in topic context
 Posted by Cyanide  in new problem, this time my char doesnt get damaged (Started by gia September 24, 2007, 07:27:48 am
 Board: M.U.G.E.N Development Help

In order to take damage from an attack you must have movetype = H, otherwise you aren't classed as a target and therefore something that takes damage.
    

Re: Attack priorities

 September 23, 2007, 07:07:43 am View in topic context
 Posted by Cyanide  in HitDef issues (Started by hjk September 22, 2007, 04:33:29 pm
 Board: Development

Quote
"noone else":
You'd be very suprised. As I said, I tested this on other creator's chars and the ALL of them (100%) had the glitches.

Have said creators mentioned them as issues? Or is it just you that spots them and believes them to be glitches.

I wasn't speaking of characters. Noone coding an AI, which are usually tested pretty thoroughly to make sure the moves activate when they are supposed to even if they aren't even slightly balanced. Are checked for strange behaviour. I've never heard of anyone complaining that their AI isn't doing what it's supposed to. It either doesn't work, or does something too much.
    

Re: Attack priorities

 September 23, 2007, 05:59:42 am View in topic context
 Posted by Cyanide  in HitDef issues (Started by hjk September 22, 2007, 04:33:29 pm
 Board: Development

Nope, i don't see the point in general. The big issue about your ai glitches is noone else gets them. Or if they do they know why they're getting them and fix it.

I've never had anything do anything i haven't told it to. Priorities or otherwise. I've had some things acting incorrectly but that was always my fault rather than anything the engine did.
    

Re: Some jump attack problems

 September 23, 2007, 05:56:16 am View in topic context
 Posted by Cyanide  in Some jump attack problems (Started by IEatRamen September 23, 2007, 04:32:02 am
 Board: M.U.G.E.N Development Help

this is what i'd like to call a "guess" as you haven't told us what your problem is. I'm "guessing" it's the way he drops to the floor.

If thats what the problem is, the solution is removing the line velset = 0,0 from yout statedef definition.

If thats not the problem i suggest you give us a description rather than posting a video and expecting us to read your mind.

Yes this forum is for help but we can't help you unless you give us enough information about what you want to do and what is currently happening.
    

Re: Attack priorities

 September 23, 2007, 04:01:46 am View in topic context
 Posted by Cyanide  in HitDef issues (Started by hjk September 22, 2007, 04:33:29 pm
 Board: Development

More a comment on your percieved grasp of the engine itself. You say a lot of things "happen" yet haven't made use of frame skip debug or clsn display to check why.

For eg, your comments on AI activating moves that it shouldn't be able to. Turning on debug and framestepping would show you whether the AI actually had control. Making use of displaytoclipboard in this instance would also give you some idea of when an attack activates properly via AI.
    

Re: Attack priorities

 September 23, 2007, 01:29:15 am View in topic context
 Posted by Cyanide  in HitDef issues (Started by hjk September 22, 2007, 04:33:29 pm
 Board: Development

This didn't feel like help, aside from anything else, no question was really asked. Possibly belongs here anyway.

Teeheehee: You seem to find a number of issues to present as "errors" yet you don't know the debug commands? That kinda sheds new light on a lot of what you say.
    

Re: Standards for HitDef priority?

 September 22, 2007, 11:30:12 am View in topic context
 Posted by Cyanide  in Standards for HitDef priority? (Started by BwdYeti September 22, 2007, 11:17:23 am
 Board: M.U.G.E.N Development Help

Most of the time 99% in fact, noone really bothers with priority. If you wish to balance your character really well you should make use of it.

Goes from 1-5 with hit miss and dodge types. I forget the rules for dodge but hit vs miss will always mean the hit connects. Miss vs miss = priority takes effect.

To cause something other than both characters taking damage you'll need to make use of hitoverride or reversaldef. Both of these have small issues.

Reversaldef cannot be active at the same time as a hitdef
hitoverride will not function if hit by a move that causes a custom state.
    

Re: code help :)

 September 22, 2007, 06:03:54 am View in topic context
 Posted by Cyanide  in code help :) (Started by BrundleFly September 20, 2007, 03:03:35 am
 Board: M.U.G.E.N Development Help

Yep it does. And thank you for at least saying you'll try.

He should probably change his trigger to < 6 then rather than = 0.