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: No Projectile StartUp

 March 21, 2013, 08:30:05 am View in topic context
 Posted by Cyanide  in No Projectile StartUp (Started by Darkspines22 March 21, 2013, 07:40:13 am
 Board: M.U.G.E.N Development Help

Does the projectile not fire or do you never even make it into the state. Sorry, startup can mean a couple of things within mugen's environment. Be specific.


This is the same as the other topic really, same rules apply.
    

Re: Making your opponents KO sound play

 March 21, 2013, 05:51:21 am View in topic context
 Posted by Cyanide  in Making your opponents KO sound play (Started by Darkspines22 March 19, 2013, 06:08:32 pm
 Board: M.U.G.E.N Development Help

in order to play P2's sound, he must be in a custom hitstate. The sound will almost always be 11,0. So all you have in a custom hitstate is

[State Playsnd]
type = playsnd
trigger1 =
value = 11,0

That's it.Your difficulty is that the custom hitstate has to affect all hits which is a bit ridiculous.
    

Re: Fighter Factory: How to replace a sprite's head with one from a photograph

 March 21, 2013, 05:49:29 am View in topic context
 Posted by Cyanide  in Fighter Factory: How to replace a sprite's head with one from a photograph (Started by Vetro March 21, 2013, 04:50:29 am
 Board: M.U.G.E.N Development Help

Sadly for you, this isn't quick.

Export sff file. Recreate palette with the head sprites added in. Copy paste head onto EVERY sprite and reapply palette. Import sff file again. Will work best if the head is the same  size as the existing sprites, otherwise you have to realign everything as well.
    

Re: Feedback to Warnings/Decisions

 March 21, 2013, 12:23:46 am View in topic context
 Posted by Cyanide  in Feedback to Warnings/Decisions (Started by Iced February 24, 2012, 09:43:26 pm
 Board: Feedback

Porn really is off limits. We kinda accept nsfw which is straight nudity if tagged correctly. Genuine porn is a no-no.

Characters can bypass this slightly as we can't control the contents of a release so well.
    

Re: Save Power value?

 March 20, 2013, 09:23:07 pm View in topic context
 Posted by Cyanide  in Save Power value? (Started by Sheng Long March 19, 2013, 04:09:11 am
 Board: M.U.G.E.N Development Help

Varadd is me mucking up and not re-reading what i wrote.

I never write copy pastable code so var(power) is a placeholder

The var(51) bit is where your mode change kicks in.

I think probably the important bit will be power > 0. It stops reading power if it's 0, what's the point, so if it was able to read it previously (which i think it was) it's now not.
    

Re: Save Power value?

 March 20, 2013, 08:18:33 am View in topic context
 Posted by Cyanide  in Save Power value? (Started by Sheng Long March 19, 2013, 04:09:11 am
 Board: M.U.G.E.N Development Help

Well, we still have the top to bottom rule in place. I would do the following

type = varadd
trigger1 = var(51) = 0 && power > 0
value = power

type = powerset
trigger1 = var(51) = 0
value = var(power)

type = varset
trigger1 = blah
var(51)

type = powerset
trigger1 = var(51) > 0
value = 0

That would be my method. That will probably need a little fiddling. There's no real need to condense sctrls. Understanding is more important than lots of optimisation. Unless your character is INCREDIBLY complex, obsessive opimisation might give you 0.0000000001% of a performance boost.
    

Re: Additional Palettes Not Showing Up In-game

 March 20, 2013, 05:26:33 am View in topic context
 Posted by Cyanide  in Additional Palettes Not Showing Up In-game (Started by GarchompMatt March 15, 2013, 12:58:27 am
 Board: M.U.G.E.N Development Help

That shouldn't be needed.

Can you show your .def file please?

Having sprite 0,0 with palette 1,1 attached should be all it needs on that front. As long as all the other character sprites use 1,1 as well you'll be OK. Problems occur when you have, for example because FF3 defaults it, palette 0,0.
    

Re: p2stateno question

 March 20, 2013, 05:24:46 am View in topic context
 Posted by Cyanide  in p2stateno question (Started by Hirosashii March 17, 2013, 07:16:31 pm
 Board: M.U.G.E.N Development Help

In THIS case it's because p2stateno is completing with a changestate rather than selfstate.

Exactly the same as a changestate, just use the word selfstate instead. It will send you back to your state 0 rather than your opponents.
    

Re: Save Power value?

 March 20, 2013, 05:22:49 am View in topic context
 Posted by Cyanide  in Save Power value? (Started by Sheng Long March 19, 2013, 04:09:11 am
 Board: M.U.G.E.N Development Help

More info next time then...

What you have is actually workable although i wouldn't bother with the whole ifelse thing and would use a different sctrl altogether for setting it to 0.

How is the mode change actually done? Is it a simple keypress or do you change state? Normally for this sort of thing it's easier to manage inside states where you set the variable as the first part and then 0 your power after the variable is set. I don't like using state -2 for constantly set variables. Afterall it only has to remember it when you change modes, not over and over.

Lets see what the mode change looks like and arrange things from there.
    

Re: Save Power value?

 March 20, 2013, 04:01:48 am View in topic context
 Posted by Cyanide  in Save Power value? (Started by Sheng Long March 19, 2013, 04:09:11 am
 Board: M.U.G.E.N Development Help

How many times have we helped you before now. How many times have i personally done so. Yes of course i know the stupid answer. but half of that answer is "Do this then test it" All we're asking you to do is try a few more times before requesting assistance. In no way have i "been a smartass"

Nice to see you're resorting to insults. Good luck with that.
    

Re: Save Power value?

 March 19, 2013, 11:23:45 pm View in topic context
 Posted by Cyanide  in Save Power value? (Started by Sheng Long March 19, 2013, 04:09:11 am
 Board: M.U.G.E.N Development Help

You have to stand on your own feet some time. If you never solve anything yourself, how do you learn? This isn't difficult. How much testing did you actually do, or did you give up after the first try? And yes i say this sort of thing to everyone after they've asked enough questions. I think this is within your abilities to fix and you should not need the help at this point.
    

Re: wavedashing and 8way dashing

 March 19, 2013, 07:37:57 am View in topic context
 Posted by Cyanide  in wavedashing and 8way dashing (Started by kiLabee March 02, 2013, 10:40:13 am
 Board: M.U.G.E.N Development Help

All it's doing is breaking state 10. This will give you wave dashing using mugen's inbuilt changestate stuff in the .cmd

[State -1]
type = changestate
triggerall = command = "FF"
triggerall = ctrl
trigger1 = statetype = S
trigger2 = stateno = 10
value = 100

There is no statetype inheritence. There is nothing fancy. All you are doing is canceling dash to crouch to dash again. By playing the game you can see that crouch cannot be dashed from, but tapping down during it cancels dash and you start crouching. You can then release down and tap the hotkey for dash and you'll run again. You can lock it down further with a time requirement on state 10 if it feels too loose/tight, so

trigger2 = stateno = 10 && time < 2

Not really very complicated.
    

Re: Save Power value?

 March 19, 2013, 06:04:38 am View in topic context
 Posted by Cyanide  in Save Power value? (Started by Sheng Long March 19, 2013, 04:09:11 am
 Board: M.U.G.E.N Development Help

I really feel you should be able to work this one out yourself by now. The code in question is not complex. Test, test, test, test. This looks like you tried once and then asked.
    

Re: Check for how many rounds to exist per match?

 March 18, 2013, 09:27:32 am View in topic context
 Posted by Cyanide  in Check for how many rounds to exist per match? (Started by Sheng Long March 17, 2013, 08:54:52 pm
 Board: M.U.G.E.N Development Help

No, you could only know that past fight one. You could not know it on fight one. And you can only know that by a process of elimination. So if it was 3 round max and matchover was true after you counted up 2 wins you would know that the final round HAD to be round 3. So it it was 7 rounds and matchover was true after you'd won 4, you would be able to tell it was 4 rounds.

Would mean that in the first match you have no idea though.
    

Re: Additional Palettes Not Showing Up In-game

 March 17, 2013, 07:25:46 am View in topic context
 Posted by Cyanide  in Additional Palettes Not Showing Up In-game (Started by GarchompMatt March 15, 2013, 12:58:27 am
 Board: M.U.G.E.N Development Help

There should be one palette 1,1. It should be assigned to sprite 0,0 (as in it's that palette on 0,0 when you add it) All character sprites MUST use that palette, if the palette picture changes to another number when you scroll through character sprites you have an issue

palette keymap should be defined in the def file (look at KFM)

State 5900 should contain the remappal controller to take the correct palette for the character.
    

Re: Porn habits

 March 16, 2013, 03:21:03 am View in topic context
 Posted by Cyanide  in Porn habits (Started by Cybaster March 16, 2013, 12:01:50 am
 Board: All That's Left

I may as well show what NZ has

1: Teen
2: Hentai
3: Indian
4: massage
5: milf
6: lesbian
7: korean
8: squirt
9: amateur
10: asian


Also, i know what backroom casting couch IS, i'm just surprised that it's such a major search term as to make it to 10. Maybe it's in that state.
    

Re: Decisions v2

 March 16, 2013, 12:24:34 am View in topic context
 Posted by Cyanide  in Decisions v2 (Started by Valodim February 07, 2010, 09:42:32 pm
 Board: Public Staff discussion

Just done it.
    

Re: Porn habits

 March 16, 2013, 12:13:43 am View in topic context
 Posted by Cyanide  in Porn habits (Started by Cybaster March 16, 2013, 12:01:50 am
 Board: All That's Left

Looking at random places. Oklahoma is WEIRD at 9: Straight (gay) and at 10: Backroom casting couch. Very specific.
    

Re: Advantage of using custom command buffer?

 March 14, 2013, 05:41:14 am View in topic context
 Posted by Cyanide  in Advantage of using custom command buffer? (Started by Ricepigeon March 14, 2013, 05:36:54 am
 Board: Development

That's basically it. Mugen's command system sets you a time the command can be completed within, and then a time after the last input that it is "true" for. So if you did command = "a" with a 1 tick input but a 20 tick buffer you can do something like

changestate
trigger1 = command = "a" && time = 15

But you can press it at any time before 15 and have it occur reliably on that tick rather than trying to press it at that moment.

Mugen's system will also automatically buffer within superpauses if you let it. So if you tap in a command during a superpause it'll last for a few ticks outside of said pause (i think that's how it worked, info is in the docs)

All a custom system will do is give you considerably more control. As with anything like juggling, cornerpush, etc etc, customising it lets you control everything rather than just what mugen lets you.
    

Re: Stop 11,0 K.O. Sound From playing

 March 13, 2013, 02:15:58 am View in topic context
 Posted by Cyanide  in Stop 11,0 K.O. Sound From playing  (Started by Shado_Onikisu March 12, 2013, 08:35:27 pm
 Board: M.U.G.E.N Development Help

now that i'm reminded of it's existence

type = assertspecial
trigger1 = nokosnd