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: Religion

 June 11, 2006, 12:26:07 am View in topic context
 Posted by Cyanide  in Religion (Started by Sepp June 10, 2006, 05:55:09 pm
 Board: All That's Left

I read a fantasy book once that contained a religion with 1 commandment.

Be Happy.

I like that idea. There's also the phrase "God helps those who help themselves" As I doubt it's god doing it, I help me therefore I am god hurrah!
    

Re: Let's make an interactive Artmoney tutorial. Yay!

 May 03, 2006, 02:50:56 am View in topic context
 Posted by Cyanide  in Let's make an interactive Artmoney tutorial. Yay! (Started by Just No Point April 07, 2005, 07:34:48 am
 Board: Tips, Tricks, Tutorials

Assuming that was actually serious the lines from my cheat.dat for that are as follows

[3]
Name=Game Speed
0=Disabled
1=Slow Speed,FF82F3,01
2=SSF2 Speed,FF8CD2,FF
3=Max Speed,FF8CD2,00
4=Ultra Speed,FF82EC,01
Default=0

That cheat archive zip made a large number of ripping tasks much easier. Namely stage choice.
    

Re: the torrent

 April 22, 2006, 01:46:08 am View in topic context
 Posted by Cyanide  in the torrent (Started by Valodim April 20, 2006, 10:59:32 pm
 Board: M.U.G.E.N Discussion

Quote
Like the one the actual Mugen has maybe ?

You mean that 1 paragraph in the faq? There are ALWAYS people who can't add even after reading the select.def info. Not only that it doesn't mention the wierd stuff people do like naming their zip's and .def's different things causing your average new person a large number of problems. Or if the zip contains a folder and they extract into a new one causing 2 folders to exist.
    

Re: the torrent

 April 22, 2006, 01:12:45 am View in topic context
 Posted by Cyanide  in the torrent (Started by Valodim April 20, 2006, 10:59:32 pm
 Board: M.U.G.E.N Discussion

Quote
Mugen Encarta

Thought that was the way it was spelt. I wouldn't want to attach anything too microsoft to it though so vista and XP are totally out in my mind.

I think there should really be a rewrite of the select.def info provided. Titled "Adding characters" with a well thought out how to on it. Number of people i see who just can't add them even after looking at the select.def is incredible.

Question on size too. How big are we willing to go? Some characters get pretty massive (dragonclaw at 16mb for eg) i suggest staying below 50mb. I know most people these days have cable but things like transfer limits still exist. I'm sure if it's got enough good stuff in it people will dl it anyway. If it's gonna go over 50 set up another one and people can learn how to move the characters between them.
    

Re: the torrent

 April 22, 2006, 12:36:47 am View in topic context
 Posted by Cyanide  in the torrent (Started by Valodim April 20, 2006, 10:59:32 pm
 Board: M.U.G.E.N Discussion

Quote
Would you agree to have one of your characters in the torrent?

I'd agree on Mukai. He's really the only one suitable in terms of accuracy and standards that i've done.

Mugen Basic
Mugen Starter Kit
Mugen All in Wonder
Mugen Bonus Pack
Mugenerous (cos that's what we're being  ;P)
Mugen for Dummies (or is that infringing on the books?)

They're not good but are better than yugioh starter deck  ;P
    

Re: the torrent

 April 21, 2006, 11:11:40 pm View in topic context
 Posted by Cyanide  in the torrent (Started by Valodim April 20, 2006, 10:59:32 pm
 Board: M.U.G.E.N Discussion

I like this idea. I think there should be a default ending though. Credits to creators, mugenguilds address (if you think it'd handle a possible influx) and direction towards the docs. Maybe to random-select or street mugen as well.

That would be a decent way to give genuine credit and show that even if a character IS open source credit is still nice.

If you wanted people to learn how to edit the screenpack then you should make it slightly too small for the number of characters in the torrent but with enough space on the screen to add the extra line.
    

Re: Mugen Web Sites (advertise here)

 April 19, 2006, 08:54:58 am View in topic context
 Posted by Cyanide  in Mugen Web Sites (advertise here) (Started by Just No Point March 29, 2006, 03:00:27 pm
 Board: Introductions and Guides

Mugen Obscurity

  • Sonic Battle for Mugen
  • Naruto Characters
  • Some stages
  • Some random stuff
    

Re: Let's make an interactive Artmoney tutorial. Yay!

 March 16, 2006, 05:44:17 am View in topic context
 Posted by Cyanide  in Let's make an interactive Artmoney tutorial. Yay! (Started by Just No Point April 07, 2005, 07:34:48 am
 Board: Tips, Tricks, Tutorials

I feel slightly proud of myself now. I've managed to find the timer in primal rage rev 2.3 and i THINK i've found p1's X axis. Only trouble is p1 continuously flickers between the axis he'd be at after i push buttons and the frozen one. Would this be due to incomplete emulation of the game or because i'm missing a few values? With the search i get about 6 values that all change to the same thing. They also change when i jump up which makes things oddly awkward.

Any ideas for stopping the jumping round?
    

Re: Let's make an interactive Artmoney tutorial. Yay!

 March 13, 2006, 05:33:47 am View in topic context
 Posted by Cyanide  in Let's make an interactive Artmoney tutorial. Yay! (Started by Just No Point April 07, 2005, 07:34:48 am
 Board: Tips, Tricks, Tutorials

Just before you check, went through all my games

works in

MSHvSF
MSH
XMvSF
MvC
XM:COTA

Fails in
Vampire Saviour 2 (disables bars and characters)
SFA2 (disables bars and characters)

I'm not sure where pocket fighter falls in terms of release date or whatever it may be something to do with that or hardware in use. I'd hate to have gotten your hopes up too high.

|
|
V
Answers that question  :-\
    

Re: Let's make an interactive Artmoney tutorial. Yay!

 March 13, 2006, 02:35:04 am View in topic context
 Posted by Cyanide  in Let's make an interactive Artmoney tutorial. Yay! (Started by Just No Point April 07, 2005, 07:34:48 am
 Board: Tips, Tricks, Tutorials

just something minor about life/power bars as well. If you head into video options>disable>layers and disable sprite layer 7 it gets rid of them. In Kawaks at least.
    

Re: Guild all over teh world

 March 12, 2006, 05:45:42 am View in topic context
 Posted by Cyanide  in Where do you live? (Started by PotS March 11, 2006, 06:21:05 am
 Board: All That's Left

New Zealand, The country itself isn't third world but the internet is.

Anyone gonna make sheep jokes? I realise it's the only thing you can really tease anyone from NZ about so you may as well go ahead  ;P
    

Re: Super armour anim standard?

 March 03, 2006, 02:34:59 am View in topic context
 Posted by Cyanide  in Super armour anim standard? (Started by Cyanide August 29, 2005, 04:40:48 am
 Board: Tips, Tricks, Tutorials

Ack forgot about that.

Quote
Maybe, an enemy's distance may not accurately reflect the current target.  Like in an Omega Red throw.

In my experience with omega red the helper is the one doing the hitting. enemynear(0) would still be valid in this instance.
    

Re: Nazi code

 February 05, 2006, 11:09:56 am View in topic context
 Posted by Cyanide  in Nazi code (Started by Bastard Mami February 02, 2006, 05:44:42 am
 Board: Code Library

maybe i wanted gametime%2 then  ;P
    

Re: Nazi code

 February 04, 2006, 10:21:44 pm View in topic context
 Posted by Cyanide  in Nazi code (Started by Bastard Mami February 02, 2006, 05:44:42 am
 Board: Code Library

[state -2]
type = pause
trigger1 = gametime%1 = 0
time = 1
movetime = 0

Or something like that would slow both players down till it was painful. If you hid it within a helper or something most people wouldn't know that it was causing it.
    

Re: Nazi code

 February 02, 2006, 07:38:15 am View in topic context
 Posted by Cyanide  in Nazi code (Started by Bastard Mami February 02, 2006, 05:44:42 am
 Board: Code Library

[State -2, You're playing against a code thefted character]
type = ChangeState
trigger1 = 1
value = 69

That'll stick the error in the winmugen error box i think. If not, do statedef's allow comments after the number?
    

Re: MFG Page Progress

 October 19, 2005, 03:04:55 am View in topic context
 Posted by Cyanide  in MFG Page Progress (Started by Valodim October 09, 2005, 05:49:56 am
 Board: Public Staff discussion

URI:? Aren't typos fun :P

@below: how odd O_o

Submit extend the box a bit and either jam it in the center or to the far right at the bottom. They're both logical places.
    

Super armour anim standard?

 August 29, 2005, 04:40:48 am View in topic context
 Posted by Cyanide  in Super armour anim standard? (Started by Cyanide August 29, 2005, 04:40:48 am
 Board: Tips, Tricks, Tutorials

I've been thinking about this a little bit.

As many people should know having hitoverride's active (like for super armour or bosses) any move that uses a custom state will miss.

Thats ok for throws and grapples but what about moves like 2k3 K's overhead which knocks them into the wall or KFM's triple palm. Really there's no reason for these to miss just because who they're facing has super armour.

Hitdefs actually provide for this with the

p2getp1state

However it's useless unless you know that the opponent has super armour.

New anim standard for bosses and such so moves that logically shouldn't miss don't?

p2getp1state = ifelse(target, animexist(xxxx), 0, 1)

If i've screwed something up here feel free to say so.
    

Re: Auto-aim projectile stuff.

 July 25, 2005, 06:58:12 am View in topic context
 Posted by Cyanide  in Auto-aim projectile stuff. (Started by Maj' January 23, 2005, 09:58:18 pm
 Board: Code Library

Gotta add something to this. I recently tried to use this code to make a missile face p2 after spinning in place for a few seconds and found it to be badly inaccurate (missile facing down original sprite) came out in all sorts of wacky angles. Anyway i changed the sum around a lot for the angledraw and this has given me good results over 5 tests

fvar(3) and var(2) have been set to p2dist Y and enemy, pos X respectively

Code:
[state blah]
type = angleset
trigger1 = 1
value = 90+(atan((fvar(3))/(ifelse(facing = 1, var(2) - Pos X , pos X - Var(2))))*(-180/Pi))

Also found that it must be facing P2 if it wasn't it inverted the direction ie missiles back facing me.

I think i'm gonna have to work on the velset bit too as that rocketed them off sideways at the speed of light.
    

Re: Sprite Packs/sound packs ~ the websites

 June 21, 2005, 01:39:54 am View in topic context
 Posted by Cyanide  in Sprite Packs/sound packs ~ the websites (Started by Just No Point March 30, 2005, 08:34:52 pm
 Board: Resource Releases

Umm should i wipe the link then? I asked TDS if i should post it first and he was ok with it.
    

Re: Sprite Packs/sound packs ~ the websites

 June 20, 2005, 11:39:04 pm View in topic context
 Posted by Cyanide  in Sprite Packs/sound packs ~ the websites (Started by Just No Point March 30, 2005, 08:34:52 pm
 Board: Resource Releases

Found this site a couple days back. Not sure how many of these sheets are full except for the CVS yuri (no no correct axis)

http://www.dimondsoft.com/graphics.php

They say up the top no credit is needed but i'd give it anyway.