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Cyanide

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Messages by Cyanide

    

Re: How did you learn to understand the CNS file and coding it?

 June 06, 2014, 12:20:09 pm View in topic context
 Posted by Cyanide  in How did you learn to understand the CNS file and coding it? (Started by Levi-Addonis June 06, 2014, 01:42:30 am
 Board: M.U.G.E.N Discussion

FallenAngel

If you have been round long enough, you will understand.
    

Re: Mugen 1.1 - Community Embrace or Disdain?

 June 02, 2014, 08:10:34 am View in topic context
 Posted by Cyanide  in Mugen 1.1 - Community Embrace or Disdain? (Started by two4teezee June 02, 2014, 07:30:55 am
 Board: M.U.G.E.N Discussion

It can be disabled on a stage by stage basis. The problem with that is so many things need to be recoded to actually work properly and the new functions that make things work are really kinda horrible. Rather than

postype = left
which although limited programatically is really easy to read you have
pos = camera*localcoord-stagewidth/boundhigh+wtfbbq

Which they do explain, but in terms of just picking it up and running with it is a bit more difficult than an outright 0 = left of screen and 240 = right when using postype = left.

There are things in it i really like (the 32bit display is one of them, as are alpha layers for stages and screenpacks) but some of it is total dickery.

I'd use it if there was a character based override for the zoom function, so you could actually turn it off permanently for characters from games that didn't support it rather than trying to make certain moves "fit" in a zoom situation. Extending beams for ages for example.
    

Re: Loop trigger

 June 02, 2014, 05:28:28 am View in topic context
 Posted by Cyanide  in Loop trigger (Started by Creamy_Goodness June 01, 2014, 08:25:16 pm
 Board: Development

gametime is based on the game itself, i've had it go stupid on me a couple of times.

timemod is deprecated

time%3 = 0 would be every 3 ticks
Alternatively
time >= 0
persistent = 3

Will also work.
    

Re: MUGEN Standards of Damage Explanation

 May 23, 2014, 08:04:04 am View in topic context
 Posted by Cyanide  in MUGEN Standards of Damage Explanation (Started by DAN_HIBIKI May 22, 2014, 11:27:09 pm
 Board: Development

Damage is subjective based on game move and character. A 2 hit basic may deal far less than a normal heavy with a single hit, but the second hit will cause it to deal more.

Special the damage also varies in terms of how fast the move comes out and its overall usefulness to the character. The only standard you can put in play will be that a close range throw will always deal more than a standard special.

A level 3 screen crossing unblockable will deal less damage than a level 3 close range can block it if you like. Some supers can even deal 0 damage because they are designed to stun or drain power rather than hurt.

There are no real rules around this. The only belief i have that unless you're doing game accuracy, no made up level 3 super should deal more than 500 damage.
    

Re: Invisible Shadows?

 May 10, 2014, 02:47:16 am View in topic context
 Posted by Cyanide  in Invisible Shadows? (Started by Smurfyeah May 10, 2014, 01:10:22 am
 Board: Development

Assertspecial
flag = noshadow

Character has no shadow. This is different to Globalnoshadow which applies to everything.
    

Re: Feedback to Warnings/Decisions

 May 07, 2014, 10:15:41 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

goku6... Go back in dev help a few years. He has obviously simply forgotten his password and made another account when he finally came back after his original ban.

He apparently hasn't changed as he never responded to any of the previous help either and kept asking dumb questions without ever showing that he'd understood or attempted the fix.  He would then PM anyone who responded asking the question again. I forget how long his ban was, Rajaa applied it iirc and it obviously got rid of him for a while.

Just a bit of backstory for you.
    

Re: Dumbest time wasting mistakes while learning to code

 May 01, 2014, 09:59:22 am View in topic context
 Posted by Cyanide  in Dumbest time wasting mistakes while learning to code (Started by Just No Point May 01, 2014, 04:39:34 am
 Board: M.U.G.E.N Discussion

My most common is typing

persisten = number

and then wondering why it breaks. I do that constantly.

The worst one i think was when i had left this out of a hitdef

attr = whatever

And it wouldn't hit. That took HOURS. You'd think it would default like 99% of the hitdef does, nope, fail. I mean, i copy pasted another one that worked to fix it, but i had to spend time comparing to figure out what i'd fucked up so i wouldn't do it again.
    

Re: What ruins a mugen character for you?

 April 30, 2014, 10:18:42 am View in topic context
 Posted by Cyanide  in What ruins a mugen character for you? (Started by luis2345 December 02, 2013, 09:23:47 am
 Board: M.U.G.E.N Discussion

I don't believe dizzy should exist outside of full games. Not coding it into your own character so it becomes dizzy or allowing your combo to force other characters to be dizzy.

Certain moves can have it as a feature, but it should not be a global character feature, in the mixed world of mugen it simply breaks too much.
    

Re: BUTTon Layouts

 April 28, 2014, 10:35:30 am View in topic context
 Posted by Cyanide  in BUTTon Layouts (Started by Websta April 28, 2014, 08:53:20 am
 Board: M.U.G.E.N Discussion

Also gives you options around special moves if you want something to be horizontal, diagonal and vertical you don't need to shoehorn a double press in there or use a kick/punch button that wasn't used for the other 2

With the advent of EX moves, that problem was some what fixed. Yeah there's a cost involved, but still.
EX moves still have a fancy press though don't they?
    

Re: BUTTon Layouts

 April 28, 2014, 09:30:44 am View in topic context
 Posted by Cyanide  in BUTTon Layouts (Started by Websta April 28, 2014, 08:53:20 am
 Board: M.U.G.E.N Discussion

Gives you easy access to light med hard which is a friendly progression. Also gives you options around special moves if you want something to be horizontal, diagonal and vertical you don't need to shoehorn a double press in there or use a kick/punch button that wasn't used for the other 2

Light Hard is less of a friendly progression. Somewhat more limited on the specials front.

Neither is limited for supers though.

Neither is wrong.
    

Re: Movement coding Do's and Don'ts... Dont's...

 April 22, 2014, 11:19:50 am View in topic context
 Posted by Cyanide  in Movement coding Do's and Don'ts... Dont's... (Started by Tsunamidusher April 22, 2014, 01:55:57 am
 Board: M.U.G.E.N Discussion

K9999's DM's in KoF are indeed a bit of a bitch on a keyboard. 720's or 360's just require a bit of intelligence and are often easiest pulled off during a jump in. You won't necessarily hit, but it's the easiest way to get started.

DB, HCB, DF, fuck that for a command. QCF HCB and variants are no trouble though.
    

Re: Triggers that the next version of MUGEN needs

 April 20, 2014, 05:46:34 am View in topic context
 Posted by Cyanide  in Triggers that the next version of MUGEN needs (Started by Saohc April 19, 2014, 04:47:02 pm
 Board: M.U.G.E.N Discussion

He wanted helper vs opponent. Which is more math, but not really more difficult.

As i've said many times. I want rootvarset and rootvaradd. Using projectile to do it is not entirely suitable.
    

Re: Hyper Dragon Ball Z

 April 20, 2014, 01:32:18 am View in topic context
 Posted by Cyanide  in Hyper Dragon Ball Z (Started by Iced April 05, 2014, 05:48:51 pm
 Board: M.U.G.E.N Discussion

What do you mean? Explain.
If this is in regards to the cursor trick. Earlier than 1.1 the cursor moved from 1 to 2 instantly. Now the cursor does 1>1.2>1.4>1.6>1.8>2 giving a nice smooth motion, but killing the cursor trick. I have only managed to do anything sensible on fonts, and that's by using a HUGE spacing so the menu has to move incredibly fast to get there.

You might be able to do it with fonts... maybe. Wouldn't be fun though.
    

Re: mugen guild forum activity?

 April 18, 2014, 12:35:32 pm View in topic context
 Posted by Cyanide  in mugen guild forum activity? (Started by omnidragon April 13, 2014, 03:12:38 am
 Board: M.U.G.E.N Discussion

    

Re: What were you doing before you discovered mugen?

 April 01, 2014, 09:58:52 am View in topic context
 Posted by Cyanide  in What were you doing before you discovered mugen? (Started by The Answer April 01, 2014, 02:10:06 am
 Board: M.U.G.E.N Discussion

I believe around this time i was playing warcraft 2 and possibly Rayman. I may also have been playing OMF2097 after downloading it VERY SLOWLY on the 56k we'd had for maybe 12 months at the time.
    

Re: What ruins a mugen character for you?

 March 29, 2014, 03:23:39 am View in topic context
 Posted by Cyanide  in What ruins a mugen character for you? (Started by luis2345 December 02, 2013, 09:23:47 am
 Board: M.U.G.E.N Discussion

Anything where it's pretty clear the author doesn't actually care about what they're making.
    

Re: Favourite Youtubers you're subscribed to?

 March 23, 2014, 02:32:46 am View in topic context
 Posted by Cyanide  in Favourite Youtubers you're subscribed to? (Started by UrbaneVirtuoso March 20, 2014, 05:51:51 am
 Board: All That's Left

Not going linking cos effort

Roosterteeth
Lets Play (subset of roosterteeth, Ryan is brilliant)
Simons Cat
Team Four Star
Ashens
Miniwargaming
    

Re: What Mugen creations do YOU want to make in the foreseeable future, if ever?

 March 15, 2014, 08:07:42 am View in topic context
 Posted by Cyanide  in What Mugen creations do YOU want to MAKE in the foreseeable future, if ever? (Started by Balthazar March 12, 2014, 08:40:40 pm
 Board: M.U.G.E.N Discussion

I have a set of characters i would like to make

Q.Bee
This one is at least possible.
Raven
I lack the stick toitivness to actually sprite for this. Would still fucking love to make her though
Goliath from Gargoyles
Even worse for this one, sprites are bleargh for me. I mean, i can sprite WELL, but it takes hours and i get bored very very quickly.
Rick Strowd
Reworked for KoF. Has no run though... as such i can't be assholed spriting a run, and this won't happen.
Ogre
Tekken 3, but sprites are impossible. I have seen ONE good sprite, i think it was probably based off Gill, haven't seen it anywhere else, fits my standards at least, but once more spriting is teh meh.
    

Re: Youtube Google+ Intergration

 March 14, 2014, 11:53:14 pm View in topic context
 Posted by Cyanide  in Youtube Google+ Intergration (Started by First Lt. Ding November 10, 2013, 05:56:14 pm
 Board: All That's Left

I don't actually get how the companies that pay to have the ads displayed have any success. Nobody watches the damn things. On my phone i hover over the count down and skip as soon as it's done (pc has adblock)

I've got annoyed with G+ and found there is a section that lets me disconnect it, so i've done so. Tired of being asked to "use my real name" hopefully this stops it. Also, they were forcing the G+ account as primary with no way to change rather than the one i have actually customised and locked down enough not to spam me with utter bullshit all the time
    

Re: I'm damned near my breaking point

 March 13, 2014, 07:49:06 am View in topic context
 Posted by Cyanide  in Scarlet AI discussion (Started by Saohc March 12, 2014, 06:45:50 am
 Board: M.U.G.E.N Discussion

Quote
(enemy, pos Y = [-65,-50]) && p2movetype = A
So, if enemy is off the ground, but only within a 15 pixel margin? And he has to be attacking at this point as well? That's pretty restrictive.

Your random may as well not exist there, it only takes values between 0 and 999. If you want to guarantee something coming out, just leave the random out of it.

How is opponent height breaking things for an anti air attack? You're going upwards towards them aren't you? So your attack SHOULD be going through their feet. Not leaping over their head.