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Cyanide

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Messages by Cyanide

    

Re: ULTRA Super Awesome WLS Challenge 2014: ANIME EDITION

 August 11, 2014, 08:49:58 am View in topic context
 Posted by Cyanide  in If I posted here, my soul belongs to Vans (Started by Vans July 21, 2014, 07:20:21 am
 Board: Projects

Rick Strowd? As long as you don't need him to run with moving legs. He has a couple of leaping dashes, but no actual running sprites. Leap back and forwards yes.

He has a couple of moves that would make him a good striker. One that is basically burn knuckle. Another like a short range blockable galactica phantom. He also has hellion (vanessa's dp+a)
    

Re: Is there a easy way for a target get info from the attacker?

 July 29, 2014, 08:41:45 am View in topic context
 Posted by Cyanide  in Is there a easy way for a target get info from the attacker? (Started by beterhans July 26, 2014, 08:44:56 am
 Board: Development

Quote
playerID(gethitvar(fall.envshake.ampl))
You're in a custom hitstate, you don't need playerID or anything like that, just gethitvar on its own.
    

Re: Is there a easy way for a target get info from the attacker?

 July 28, 2014, 08:46:38 am View in topic context
 Posted by Cyanide  in Is there a easy way for a target get info from the attacker? (Started by beterhans July 26, 2014, 08:44:56 am
 Board: Development

I am assuming custom state here. This is something rednavi came up with, gives you limited options but i suppose if you can ID your attacker you can then set specific values.

Gethitvar. You make sure that the following are in your hitdef

fall.envshake.time = 0 ;This is just so it doesn't actually take effect
fall.envshake.ampl = Random ID that you need for the effect. Use any numbers you like

Then within the custom state you can apply specific effects dependant on gethitvar(fall.envshake.ampl) For example

[State  800]
type = velset
trigger1 = gethitvar(fall.envshake.ampl) = 6
x = 20

[State  800]
type = velset
trigger1 = gethitvar(fall.envshake.ampl) = 4
y = -8

Etc. Imperfect, but gives you some options. Really only useful in custom states although you could apply it in a custom common1.cns too. Not useful globally because it requires opponent specific code. p1 and p2 both need to be aware of the envshake stuff. If that can't be done, you're kinda boned.
    

Re: Bay's Teenage alien ninja turtles

 July 24, 2014, 10:09:41 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

There was also the 2003 till 200# series which was pretty good. Not to mention the far far far more recent nickelodeon one which is a bit ridiculous but it's still far better than this movie. So yeah, he could have watched the turtles in his childhood and this movie will still be a middle finger to any one of those series.
    

Re: You've been at the guild too long when...

 July 23, 2014, 08:15:54 am View in topic context
 Posted by Cyanide  in You've been at the guild too long when... (Started by Thagr8test July 22, 2014, 10:03:36 pm
 Board: M.U.G.E.N Discussion

When you remember it being a little fledgling site of nothing next to mugendev and mgbr
    

Re: Bay's Teenage alien ninja turtles

 July 19, 2014, 02:58:05 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

I can, still looks like shit.

I'm sure it will make millions, but shit nevertheless.
    

Re: Coding is (fan)art too! M.U.G.E.N speed coding.

 July 18, 2014, 10:11:57 am View in topic context
 Posted by Cyanide  in Coding is (fan)art too! M.U.G.E.N speed coding.  (Started by Vans July 18, 2014, 05:29:46 am
 Board: M.U.G.E.N Discussion

How long was it before you sped it up?
    

Re: full game development questions

 July 16, 2014, 01:13:04 pm View in topic context
 Posted by Cyanide  in full game development questions (Started by Memo July 15, 2014, 07:34:41 pm
 Board: Development

Rednavi's no control unskippable intros are done by editing the system/fight defs and altering the roundstate 0 and 1 states to go by instantly, then using global helpers and stuff like that to put you into the intro states during the start of roundstate 2.

It's a lot of work for a pretty minor requirement. You have to edit the files to lock the state off. You need to code in a helper to play the sounds and animations (this isn't really that hard but it is time consuming and dull for something mugen provides natively) then you need to freeze the timer and put both characters into intro states with no ctrl on leaving. There are probably other considerations depending on mugen version.

Not hard, just annoying to re-code something mugen does natively, except you can't skip it.
    

Re: What Fighter Factory Ver. would be best for a new Creator ?

 July 14, 2014, 11:14:51 am View in topic context
 Posted by Cyanide  in What Fighter Factory Ver. would be best for a new Creator ? (Started by Ferris Bueller July 12, 2014, 08:26:52 pm
 Board: M.U.G.E.N Discussion

    

Re: What Fighter Factory Ver. would be best for a new Creator ?

 July 13, 2014, 07:49:32 am View in topic context
 Posted by Cyanide  in What Fighter Factory Ver. would be best for a new Creator ? (Started by Ferris Bueller July 12, 2014, 08:26:52 pm
 Board: M.U.G.E.N Discussion

But creating an sff with notepad++ takes far too much effort. Not to mention creating the snd file. Man, doing that is horrible.
    

Re: Ashe XIII Ai issues

 July 13, 2014, 02:00:38 am View in topic context
 Posted by Cyanide  in Ashe XIII Ai issues (Started by xducktales July 12, 2014, 08:57:22 pm
 Board: M.U.G.E.N Discussion

That sounds like the character doesn't actually HAVE an AI.

Editing the CMD does nothing unless that's where the AI is coded and whether the character actually has one.
    

Re: What Fighter Factory Ver. would be best for a new Creator ?

 July 13, 2014, 01:29:42 am View in topic context
 Posted by Cyanide  in What Fighter Factory Ver. would be best for a new Creator ? (Started by Ferris Bueller July 12, 2014, 08:26:52 pm
 Board: M.U.G.E.N Discussion

Classic if you want to edit for old school winmugen.

FF3 if you want to do anything later.

Ultimate is dick.
    

Re: Commissioning question

 July 09, 2014, 10:57:43 am View in topic context
 Posted by Cyanide  in Commissioning question (Started by BalloonGirl July 06, 2014, 06:23:39 am
 Board: M.U.G.E.N Discussion

Point of comparison for you. Borghi sprited and coded a full character for $2000. I haven't played/seen it but i'm sure the sprites were not nearly as detailed as what you have posted. $2000 for just the sprites might be close.
    

Re: Commissioning question

 July 08, 2014, 08:11:48 am View in topic context
 Posted by Cyanide  in Commissioning question (Started by BalloonGirl July 06, 2014, 06:23:39 am
 Board: M.U.G.E.N Discussion

You're looking at far less for that. I think there are a couple commission threads in graphics where people say what their rates are for animations. Slightly cheaper than the same number of unique sprites cos you might be able to copy/paste/frankensprite to get there.
    

Re: Commissioning question

 July 07, 2014, 09:04:16 am View in topic context
 Posted by Cyanide  in Commissioning question (Started by BalloonGirl July 06, 2014, 06:23:39 am
 Board: M.U.G.E.N Discussion

Gotta remember, what you're after is upwards of 400 sprites for the most basic of characters, although some of these will be duplicates with just stuff like clothing movement it's still a LARGE number of frames. Getting high quality is an issue too. If you just wanted a character, in no specific style without any real worry about the shading it would be cheaper. But it's still a lot of sprites. Could get as high as 1000 dependant on your ideas.
    

Re: What do you have the hardest time with when creating?

 July 04, 2014, 11:15:30 am View in topic context
 Posted by Cyanide  in What do you have the hardest time with when creating? (Started by Legendary DeMoNk@I July 03, 2014, 11:56:43 pm
 Board: M.U.G.E.N Discussion

Finishing shit. Once everything is fleshed out all the tiny teeny things that need to be fixed at the end annoy me. This is i suppose a result of me barely ever coding something from the same game twice.
    

Re: Dragon Tank by Balthazar and Jango

 June 30, 2014, 11:23:03 am View in topic context
 Posted by Cyanide  in Dragon Tank by Balthazar and Jango (Started by Jango Hakamichi April 01, 2014, 09:35:48 am
 Board: Projects

Already described how to do that for you. It's simple enough.
    

Re: So, how does one deal with bugs?

 June 15, 2014, 04:45:57 am View in topic context
 Posted by Cyanide  in So, how does one deal with bugs? (Started by UrbaneVirtuoso June 04, 2014, 07:09:22 am
 Board: All That's Left

Spiders: The white tailed spider must die, instantly. We also have huntsman which are pretty big, these get caught and put outside, and jumping spiders, which are tiny and cute, these are left alone.

Ants outside are cool. Ants inside die.

Flies are a pain in the ass when inside. Not an issue out.

Mosquitos must die regardless of anything.

So must wasps. Seriously, wasps are horrible.

Any other insect outside of these has no real bearing on anything. If it's outside, it's sweet. If it's inside it's in the wrong place. If it's a "friendly" insect it goes out again, if it's filthy vermin it gets killed. Moths tend to kill themselves though.
    

Re: Bay's Teenage alien ninja turtles

 June 15, 2014, 01:55:15 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

Still hoping nobody goes to see it otherwise we get another sequel directed by Bay. Would prefer everyone and their dog pirated it if they want to watch "for curiousities sake" rather than spending money.
    

Re: is it ok to borrow AI from other chars?

 June 10, 2014, 08:11:51 am View in topic context
 Posted by Cyanide  in is it ok to borrow AI from other chars? (Started by Toonar12X June 10, 2014, 05:26:34 am
 Board: M.U.G.E.N Discussion

Good luck with "borrowing" ai unless you also borrowed everything else about the character. All characters use different states and helper numbers and other things essential for a functional AI. You're going to have to edit 90% of it to make it work properly.