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Cyanide

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Messages by Cyanide

    

Re: playerpush in helpers?

 March 12, 2013, 05:40:11 am View in topic context
 Posted by Cyanide  in playerpush in helpers? (Started by -SyN- March 12, 2013, 12:37:26 am
 Board: M.U.G.E.N Development Help

Helpers have player width by default. Blue clsn is extending beyond that point huh?
    

Re: Private vs Public Beta Testing

 March 12, 2013, 05:38:58 am View in topic context
 Posted by Cyanide  in Private vs Public Beta Testing (Started by C.v.s The Abstract March 10, 2013, 03:08:50 pm
 Board: M.U.G.E.N Discussion

Provide a passworded zip file of it. Tell people to PM you if they're interested in actually testing it out. Don't make it overly clear what it is in thread. Long as you don't name the beta they can't precisely pick up on it.

When it's out, C&D can happen as much as WB wants, you can't remove it from the internet.
    

Re: playerpush in helpers?

 March 12, 2013, 01:04:03 am View in topic context
 Posted by Cyanide  in playerpush in helpers? (Started by -SyN- March 12, 2013, 12:37:26 am
 Board: M.U.G.E.N Development Help

Helpers are by default playerpush = 0. You need to set it to 1 and make sure they have a blue clsn box. Won't stop teleporting from making it through. Also will not stop the 1pixel push effect that occurs for this sort of code
    

Re: Private vs Public Beta Testing

 March 12, 2013, 01:01:53 am View in topic context
 Posted by Cyanide  in Private vs Public Beta Testing (Started by C.v.s The Abstract March 10, 2013, 03:08:50 pm
 Board: M.U.G.E.N Discussion

In terms of the majority wanting to test and help people make things better... No not really. The majority want the character. They won't really bother informing you of anything though. You make a thread with an open beta. If 25% of views aren't posts after 24 hours then people are just downloading and not testing at all.

Cos most people are actually pretty selfish.

Oh and the first release = testing bit was more that that's where i'm going to get the open testing from rather than releasing a buggy product. Anything i release if it's got bugs it's cos i haven't found them myself
    

Re: Commonly used commands among characters. Just obtaining some info.

 March 11, 2013, 07:29:46 am View in topic context
 Posted by Cyanide  in Commonly used commands among characters. Just obtaining some info. (Started by -SyN- March 10, 2013, 10:39:43 pm
 Board: Development

You have to wipe them out of the common1 too if you wanna remove them from the CMD.

I am assuming removing the hold commands has no effect whatsoever on your ability to enter walk etc though.
    

Re: Decisions v2

 March 11, 2013, 06:51:29 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

Alt accounts do not merit a ban, they only merit a ban if account 1 was banned when account 2 showed up. Hell he's not even hiding it.

Still wanna know why though. The lack of hiding, he can't be trying to abolish his old post history (and knows we won't let that happen) so the deal is?

Same thing as the other user. If you have shit in your past, tough shit, it will stay there.
    

Re: Need help about AI Activation

 March 11, 2013, 06:24:05 am View in topic context
 Posted by Cyanide  in Need help about AI Activation (Started by Jadeeye March 10, 2013, 03:10:53 pm
 Board: M.U.G.E.N Development Help

If the character is in 1.0 and has mugenversion = 1.0 in the .def file you can instantly turn on variable based AI with ailevel.

If you want to stick with winmugen you are shit out of luck.
    

Re: Private vs Public Beta Testing

 March 11, 2013, 06:22:32 am View in topic context
 Posted by Cyanide  in Private vs Public Beta Testing (Started by C.v.s The Abstract March 10, 2013, 03:08:50 pm
 Board: M.U.G.E.N Discussion

Done both. Open nets me drewski telling me that something is not correct like the sound when i've already said i still need to do sound.
Private gives me almost nothing apart from 1-2 things.

I'm not sure if this is because i give out 90% bugless stuff in private testing or if people don't care.

These day's i've given up. First release = testing.
    

Re: Marvel Vs. Capcom: MUGEN Edition

 March 11, 2013, 05:31:20 am View in topic context
 Posted by Cyanide  in Marvel Vs. Capcom: MUGEN Edition (Started by Nestor February 27, 2013, 05:28:52 am
 Board: Projects

For my own interest, how big is your cursor image... Or alternatively, no cursor, character portraits are part of the BG and cursor is on the big portraits and not animated (although it looks animated in that vid)

I'm only saying it's a bugger to do, not that it's impossible.
    

Re: Do Explod objects bind differently than helpers?

 March 09, 2013, 10:23:16 pm View in topic context
 Posted by Cyanide  in Do Explod objects bind differently than helpers? (Started by Sheng Long March 09, 2013, 04:32:32 am
 Board: M.U.G.E.N Development Help

It gives the same results. I know, i had this problem in omega red with the cables. Their bindtotarget lagged behind the re-draw so p2 was always positioned a tick behind them.
    

Re: Detecting player position on the stage.

 March 09, 2013, 10:22:08 pm View in topic context
 Posted by Cyanide  in Detecting player position on the stage. (Started by WooshaQ March 09, 2013, 01:07:26 am
 Board: M.U.G.E.N Development Help

Standard way of getting a velocity that aims at p2's current position (more or less)

velset
x = p2dist X*0.25

Ought to work OKish regardless of screenpos.
    

Re: RootSelfState ( Omega Tom Hanks Killer )

 March 09, 2013, 09:42:40 am View in topic context
 Posted by Cyanide  in RootSelfState ( Omega Tom Hanks Killer ) (Started by 2OS June 08, 2012, 07:24:55 pm
 Board: Tips, Tricks, Tutorials

You are managing to put a helper into a custom state. The helper fires a projectile. Projectiles are always owned by the root. The projectile hits your helper, the root, thats the opponent, is then sent to a custom state.

I find it odd that the logistics of mugen are treating p1stateno as changestate rather than selfstate, but then, mugen is always kinda dumb about this sort of thing so whatever.
    

Re: Mugen Character Problems

 March 09, 2013, 09:07:24 am View in topic context
 Posted by Cyanide  in Mugen Character Problems (Started by NickCox01 March 09, 2013, 08:19:56 am
 Board: M.U.G.E.N Development Help

Depends what the error is. Completely non descriptive windows error normally means you have fucked up the sff file. The quick fix is to take a working SFF file and use that instead just to confirm that's the issue.

I will also question whether you used a template as that's one of the errors it can throw.
    

Re: Do Explod objects bind differently than helpers?

 March 09, 2013, 08:07:36 am View in topic context
 Posted by Cyanide  in Do Explod objects bind differently than helpers? (Started by Sheng Long March 09, 2013, 04:32:32 am
 Board: M.U.G.E.N Development Help

Sprpriority for explods will not alter on its own. What can happen is that 2 explods with the same sprpriority are created. If one is created last it will be on top of all explods with the same priority. Ontop overrides all of them and you simply have "last spawned is on top" for that.

And no, explod objects aren't read before players, they'll be read at exactly the same time. Helpers are a new player, they're something additional.

Anyway, it's all to do with ordering/drawing and the order things actually happen. helpers lag behind players.
    

Re: Bay's Teenage alien ninja turtles

 March 09, 2013, 06:56:46 am View in topic context
 Posted by Cyanide  in Bay's Teenage alien ninja turtles (Started by Iced March 18, 2012, 05:31:48 pm
 Board: Entertainment

Not as successful as TF, and not spawning multiple sequels.

Also all i can think of is pearl harbour, that's not a lot to go with.
    

Re: Do Explod objects bind differently than helpers?

 March 09, 2013, 06:55:25 am View in topic context
 Posted by Cyanide  in Do Explod objects bind differently than helpers? (Started by Sheng Long March 09, 2013, 04:32:32 am
 Board: M.U.G.E.N Development Help

Helpers are read/drawn after the players are read/drawn, it causes glitches.
    

Re: Detecting player position on the stage.

 March 09, 2013, 03:20:22 am View in topic context
 Posted by Cyanide  in Detecting player position on the stage. (Started by WooshaQ March 09, 2013, 01:07:26 am
 Board: M.U.G.E.N Development Help

Do you know what the stage is? Is it one of your stages? Stagevar in 1.0 does not have enough parameters for that yet. The only thing you can do is if you know what the stage is. You can then create a helper in the middle of the screen when the round starts and use that to set up an absolute position. Your character can then detect it's position relative to the helpers position as well as a variable to find out whereabouts it is on screen.

Helper spawns at posset X = 0

trigger1 = helper, floor (parentdist X) < helper,(var(x))

where var X is the total size of the stage.
    

Re: Decisions v2

 March 08, 2013, 11:39:03 pm View in topic context
 Posted by Cyanide  in Decisions v2 (Started by Valodim February 07, 2010, 09:42:32 pm
 Board: Public Staff discussion

He's not evading anything, there should be no penalty at all. Alt accounts are messy. And normally for avoiding problems when you're being a dick. This is neither because he's not hiding.

I honestly think he just wants a new account which highlights as running wild rather than wild tengu.
    

Re: Decisions v2

 March 08, 2013, 10:53:52 pm View in topic context
 Posted by Cyanide  in Decisions v2 (Started by Valodim February 07, 2010, 09:42:32 pm
 Board: Public Staff discussion

He hasn't particularly changed anything about himself either. Everyone knows wild tengu and runningwild are the same person.

Not that i really condone people doing this, but find out which one he wants to keep. The new one has runningwild in the email. The old one has some email he registered with, probably years ago. Neither of these are good reasons either as that stuff can be changed. Logic of this one eludes me.
    

Re: Marvel Vs. Capcom: MUGEN Edition

 March 08, 2013, 09:27:33 pm View in topic context
 Posted by Cyanide  in Marvel Vs. Capcom: MUGEN Edition (Started by Nestor February 27, 2013, 05:28:52 am
 Board: Projects

That doesn't help with the cursor which moves in a purely left right up down direction.