YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

******
Cyanide is Offline
Contact Cyanide:

Cyanide

MFG Network Member

Messages by Cyanide

    

Re: code help :)

 September 22, 2007, 04:26:34 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

m sry prps 1 shld stp usng s mny vwls 2 f i mks mre sns 2 ppl

There will come a time when you type total gibberish, noone will understand it and a flame war will spark. You have time to type your post. There is no character limit. Use full words. I'm less bothered about punctuation but making what you write, especially when you're trying to HELP someone, understandable, is important.

English isn't everone's first language.

trigger1 = NumHelper(1005) = 0

Consider using a time mod trigger time%# = 0 instead of numhelper. Not much of a challenge when you've only got 1 showing up at once. Unless you plan to have the helper fight as AI. You'd be better off spawning them quickly, say 1 per 30 ticks.
    

Re: coding help, problem with variables

 September 21, 2007, 01:16:15 pm View in topic context
 Posted by Cyanide  in coding help, problem with variables (Started by gia September 20, 2007, 06:46:54 pm
 Board: M.U.G.E.N Development Help

Doubt it makes a difference but you don't need the decimals. Pos on screen is always an integer. No float required.

y = parent,Pos Y - parent,ScreenPos Y + 47

You don't really want parent involved here do you? Parent would be buster, don't want the helper checking on him, it's going to be a solid screen position. You can calculate through pure

0-screenpos Y+47

It may lag less that way as it doesn't involve a changing Y axis all the time. Go figure, mugen is wierd sometimes give it a go.
    

Re: Hi Question?

 September 21, 2007, 01:10:57 pm View in topic context
 Posted by Cyanide  in Hi Question? (Started by C L A Y M O R E September 21, 2007, 08:07:03 am
 Board: M.U.G.E.N Configuration Help

I suggest you use google to find out what a .dgc file is. I'd tell you but figuring it out yourself will help you oh so much more than me giving you the quick answer.

Old saying about give a man a fish, teach him to fish etc.
    

Re: Is this character rare?

 September 21, 2007, 01:08:00 pm View in topic context
 Posted by Cyanide  in Is this character rare? (Started by SADF September 19, 2007, 09:12:38 pm
 Board: M.U.G.E.N Discussion

Worst word in mugen.

Rare is a stupid word when used to define an easily COPIED file. An original nes rom of some obscure game. THAT would be rare. There are a limited number in existence.

Mugen characters, even if only 1 person has the character, the second it's uploaded in any way there are potential 100000's of the damn thing.

Anyway. Short answer. No character is ever rare. Hard to find yes, rare no.
    

Re: coding help, problem with variables

 September 21, 2007, 03:58:00 am View in topic context
 Posted by Cyanide  in coding help, problem with variables (Started by gia September 20, 2007, 06:46:54 pm
 Board: M.U.G.E.N Development Help

If you want to cut it down a little

stateno = [100,103] rather than your long string.

I didn't really read it thoroughly enough to work out what var(16) did. Would probably be easier just to set var(0) to 160 and have it count down.
    

Re: coding help, problem with variables

 September 21, 2007, 12:25:16 am View in topic context
 Posted by Cyanide  in coding help, problem with variables (Started by gia September 20, 2007, 06:46:54 pm
 Board: M.U.G.E.N Development Help

Not surprised it's dropping out so fast.

Your triggers for the var reduction are continuous.

State -2 triggers every tick. 60 ticks = 1 second. You have the var set to 10. Each tick that reduces by 1. So within 10 ticks (1/6th of a second) your variable is at or below 0 and your character drops out. Try increasing that value or using game%time# = # to change how often the trigger actually goes off.
    

Re: code help :)

 September 20, 2007, 11:34:53 pm 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

Quote
edit: o Cy, do u know hu hes tlkn bout? i nvr even heard of this guy, lol
More effort on the vowels please. This isn't a fucking cellphone.

Don't have to know. He's making a bonus game. Things run in from either side of the screen and attack you. You kill them. Thats all.

Here are your states sir

Stand

Helper run

Helper attack

Helper die.

Thats all you really need, Technically run and attack can be the same state if you time it right but splitting them up is probably easier.
    

Re: Is their anyway to fuse your work into an exe?

 September 20, 2007, 06:08:22 am View in topic context
 Posted by Cyanide  in Is their anyway to fuse your work into an exe? (Started by MasterjX9 September 19, 2007, 07:27:38 pm
 Board: M.U.G.E.N Development Help

Wasn't meant to be that helpful anyway. Was trying to make him look so next time he knows what to do in advance.
    

Re: code help :)

 September 20, 2007, 04:19:45 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

Urgh, you mangled english there.

Ok you essentially need about 4 states.

Your character is going to be invisible. In the stand state remove control and just have him turn randomly. posset him to the center of the screen.

Make him create helpers randomly at a positive 160,0 position. Also set a variable for how many helpers you want to be allowed out.

Roundstate = 2 is one of the triggers you need. The helpers will turn at time = 0 if p2dist X< 0 then you just make them run at the opponent. Give them a hitoverride which puts them in a death state. This should use parentvaradd to lower the parents variable. Consider the var as the parent's life. When it's <= 0 have the parent die.
    

Re: Is their anyway to fuse your work into an exe?

 September 19, 2007, 10:49:44 pm View in topic context
 Posted by Cyanide  in Is their anyway to fuse your work into an exe? (Started by MasterjX9 September 19, 2007, 07:27:38 pm
 Board: M.U.G.E.N Development Help

You never considered looking it up on google first? That would be a much faster answer. Molebox is a method of cramming all your files into 1 .exe. Thats what you asked for isn't it?
    

Re: Dizzy On Hit

 September 18, 2007, 09:53:52 am View in topic context
 Posted by Cyanide  in Dizzy On Hit (Started by tetsuo9999 September 17, 2007, 06:59:55 am
 Board: M.U.G.E.N Development Help

Explain to me how the f*** he's going to learn anything just copy pasting that in?

Next time he has to do something similar will he be able to work it out or is he going to come here and hope someone else will copy paste him some code?

Don't give people exact answers, they've got to work or they don't learn. They get nothing, we get more questions.


Scratch that altogether, entirely not thinking. Ignoreth me.
    

Re: charachter goes flying or inside the floor? help need

 September 17, 2007, 05:37:51 am View in topic context
 Posted by Cyanide  in charachter goes flying or inside the floor? help need (Started by Daimonmau September 02, 2007, 11:00:38 pm
 Board: M.U.G.E.N Development Help

It's a character you're creating? Is it a custom common1.cns within your character folder, or the one in mugens data folder?

If it's a custom one and you haven't done anything to it. Delete it or copy the one from the data folder to your character.
    

Re: My response to "what to do with SFO" topic

 September 16, 2007, 10:40:57 pm View in topic context
 Posted by Cyanide  in My response to "what to do with SFO" topic (Started by Viper2040_ September 06, 2007, 03:37:32 am
 Board: M.U.G.E.N Discussion

Quote
Reu does infact make a thread or gets in contact with TMyApp .. try not to act so offensive

Reu has never been someone to make offensive comments. He's had enough directed at him to know how not to make them. He was polite with his request in the flame war too. Like i said, he was ignored completely.

If you don't acknowledge something it doesn't exist right?
    

Re: trash talking

 September 15, 2007, 02:25:28 pm View in topic context
 Posted by Cyanide  in trash talking (Started by themiband September 15, 2007, 01:38:54 pm
 Board: M.U.G.E.N Development Help

Ah, right.

You're going to need to learn some relatively simple coding then. I suggest finding a couple of characters how DO trash talk and using fighter factory to follow how it works. Picking up the sound group and number, going into the .cns and finding that piece of information within the "hopefully" commented intro state.
    

Re: trash talking

 September 15, 2007, 02:04:18 pm View in topic context
 Posted by Cyanide  in trash talking (Started by themiband September 15, 2007, 01:38:54 pm
 Board: M.U.G.E.N Development Help

Like i said, it's a playsnd or an explod depending how you do it. You trigger them off p2name in the intro. You'll need to add the required sprites or sounds manually.
    

Re: trash talking

 September 15, 2007, 01:46:44 pm View in topic context
 Posted by Cyanide  in trash talking (Started by themiband September 15, 2007, 01:38:54 pm
 Board: M.U.G.E.N Development Help

It's just a sound effect or explod. The big issue is finding p2name's to use on it.

It'd be nice if names could be standardised a little. p2name is what's in the def and isn't seen by anything but that trigger. Displayname is what you see. So why couldn't all ryu's just be Ryu for purposes of p2name.
    

Re: SND open failure

 September 15, 2007, 10:50:26 am View in topic context
 Posted by Cyanide  in SND open failure (Started by Banned! September 15, 2007, 10:01:27 am
 Board: M.U.G.E.N Development Help

If it says problem with the .def, does he still HAVE a snd file after you save it? Or is mugen attempting to find something that no longer exists.
    

Re: Question about obtaining data from emulators

 September 15, 2007, 10:49:31 am View in topic context
 Posted by Cyanide  in Question about obtaining data from emulators (Started by Leon Belmont September 12, 2007, 03:23:55 pm
 Board: M.U.G.E.N Development Help

trigger1 = numproj = 0

Pretty common actually.
    

Re: how do i make fighters

 September 15, 2007, 09:59:44 am View in topic context
 Posted by Cyanide  in how do i make fighters (Started by jedijawa September 14, 2007, 06:29:30 am
 Board: M.U.G.E.N Development Help

Quote
does this forum warn? or ban? this should definitely b a "warnable" question 4 many MANY reasons
Maybe not shout, but this is much harsher than shouting. I might warn someone for being niggly and offensive while refusing to take advice. I wouldn't for asking a question.
    

Re: how do i make fighters

 September 15, 2007, 09:16:04 am View in topic context
 Posted by Cyanide  in how do i make fighters (Started by jedijawa September 14, 2007, 06:29:30 am
 Board: M.U.G.E.N Development Help

Quote
wow how many ppl are gonna frikkin as this?
Check here 4 help on creating your character
does this forum warn? or ban? this should definitely b a "warnable" question 4 many MANY reasons

No it shouldn't. See this particular bit of the forum is there to HELP people. Not shout at them for dumb questions. Point them in the right direction. If you feel the question is particularly dumb and they can answer it themselves just tell them to read some tutorials. Refuse to answer anything else or redirect them to what they will have found already. There is lots of preanswered stuff out there. Make them look for it. They might learn more than if you just give them the answer.