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Demented Fortune Cookie

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Messages by Demented Fortune Cookie

    

Re: Animtime = 3/4 of the animation

 July 12, 2011, 05:14:21 am View in topic context
 Posted by Demented Fortune Cookie  in Animtime = 3/4 of the animation (Started by hjk July 12, 2011, 04:51:10 am
 Board: M.U.G.E.N Development Help

You could also try
Code:
AnimElemTime(1) / (AnimElemTime(1) - AnimTime + 0.) >= .75
    

Re: Help making a Parry/counter move

 July 02, 2011, 11:43:53 pm View in topic context
 Posted by Demented Fortune Cookie  in Help making a Parry/counter move  (Started by Odb718 June 29, 2011, 08:37:05 am
 Board: M.U.G.E.N Development Help

I'm running into more and more problems.
I changed the 955 state to an air move but all sorts of problems occur. Either the enemy falls through the floor or when the enemy hits the floor it reverts to state 0 and has control. Then with the attributes changed the enemy goes sliding across the floor when it's a standing or crouching attack. I've tried all of the combinations I can think of, I guess I'll have to come up with a way of making it fall if it's in the air...
You might want to set type and physics to U, then change the physics in a StateTypeSet controller (at time=0) depending on the initial StateType. For example, set physics to A when StateType is A (or N with a Gravity controller and a ChangeState/SelfState when Pos Y > 0, if you need a special landing state), or S when StateType is S (just in case it was set to N in the previous state).

Projectiles wont counter. I have the code in so they should but they just wont. On top of that, some enemy's "projectiles" are actually helpers and they turn into state 955 and then reset to state 0 so there's a bunch of clones all over the screen. 

...

The projectile just goes through the counter's attack box and connects with the collision box.

How can I stop the helpers from turning into state 955 and becoming clones? How can I get it to counter projectiles? Any ideas are welcome!
Instead of using p2stateno in your ReversalDef, you can try a TargetState controller with a Target,isHelper trigger so helpers won't switch to your custom state. However, this might cause some problems with some (read "most") helpers that won't switch to their cancel state after being reversed ; so they'll just have their HitDef deactivated and behave (almost) normally afterwards (= go through your character without hitting her). You can use an invisible Projectile of sorts to hit the Helper and counter this effect, but it won't work against Helpers that don't have a collision box.

To counter Projectiles, just add a hitflag=P parameter to your ReversalDef controller, so it will behave just like a normal HitDef against Projectiles ; which means it won't work against Projectiles that don't have a collision box, and I mean not at all : the Projectile will just ignore your Reversal box and hit your character anyway.

You could also add a HitOverride contoller to counter projectiles in general and leave the ReversalDef controller to counter melee attacks, I'll leave that up to you.

Is there a way to jump to an animation at a certain animelem??
Use an Elem parameter in your ChangeAnim or ChangeAnim2 block.
    

Re: Change the height of the floor

 June 30, 2011, 11:05:16 pm View in topic context
 Posted by Demented Fortune Cookie  in Change the height of the floor (Started by jjmugen June 30, 2011, 09:20:53 pm
 Board: M.U.G.E.N Development Help

Change the zoffset parameter, not p1/p2starty.

Quote
[StageInfo]

zoffset = GROUND_Y

This parameter is the vertical distance of the ground level from the top of the screen, given in pixels. The parameter is inappropriately named, but has been left unchanged for compatibility purposes.
;P
    

Re: Help making a Parry/counter move

 June 30, 2011, 03:53:22 pm View in topic context
 Posted by Demented Fortune Cookie  in Help making a Parry/counter move  (Started by Odb718 June 29, 2011, 08:37:05 am
 Board: M.U.G.E.N Development Help

My guess would be this :
Quote
;---------------------------------------------------------------------------
; Standing Counter Connects Enemy
[StateDef 955]
type = S
movetype = H
physics = S
Anim = 955
velset = -3,0
ctrl = 0
sprpriority = 2

Since this is a custom state, the opponent might attempt to switch to an unexisting anim (if it doesn't have its own anim 955) and, as a result, will stay in its current anim.
So you should use a ChangeAnim2 block instead of an Anim line or ChangeAnim block.

One other thing I noticed, your trigger. This will only be activated for 1 tick when time is equal to 0. Essentially, at the very beginning of your move. ReversalDef acts similar to HitDef (trigger-wise). For example:
Code:
trigger1 = time > 10 ; This will keep the ReversalDef/HitDef active only as long as time is greater than 10.
trigger1 = !time ; This only activate the ReveralDef/HitDef active on the first tick, ie. when time is equal to 0.
Try messing around with the attributes and the trigger to get different results, but I'm almost positive that it's your trigger.

Actually, it doesn't really matter, since the ReversalDef will stay active as long as the character is in that state (unless another ReversalDef in state -1/-2/-3 triggers at the same time).
    

Re: Helper does not disappear

 June 28, 2011, 01:42:15 pm View in topic context
 Posted by Demented Fortune Cookie  in Helper does not disappear (Started by TalKSicK333 June 28, 2011, 12:13:10 pm
 Board: M.U.G.E.N Development Help

My guess would be that typo over here

Quote
[State 6000, 4]                              /
type = destroyself
...

Delete it and everything should work fine.
    

Re: Your favorite video game Music or character theme

 June 21, 2011, 10:22:23 pm View in topic context
 Posted by Demented Fortune Cookie  in Your favorite video game Music or character theme (Started by ShadowArm June 15, 2011, 07:09:13 pm
 Board: Gaming

-Pretty much anything by Alexander Brandon (Unreal, Deus Ex, Jazz Jackrabbit, etc...) Jazz Jackrabbit 2 - Labratory
-Michael McCann's work on Deus Ex: Human Revolution and Splinter Cell: Double Agent. Deus Ex: Human Revolution - Icarus (Trailer)
-Amon Tobin's work on Splinter Cell: Chaos Theory. Splinter Cell: Chaos Theory - Penthouse (mission 4)
-Hitman/Assassin's Creed series and Freedom Fighters by Jesper Kyd. Assassin's Creed - Access the Animus (City Alert theme)
-Most of Manabu Namiki's work on CAVE shmups. Do-Don-Pachi Dai-Fukkatsu Black Label - Vertex (stage 1)
-Motoi Sakuraba's work on Tri-Ace/Tri-Crescendo/Camelot games. Valkyrie Profile - "Unfinished Battle with God" Syndrome
-Crusader: No Remorse/No Regret by Andrew Sega. Crusader: No Remorse - Dimension 2012 (mission 1)
-Kirill Pokrovsky's work on the Divinity series. Divinity II: Ego Draconis - Sentinel Island

If I had to pick only one, it would probably be this one : Crusader: No Remorse - The Traveler (main menu)
or maybe this one Splinter Cell: Double Agent - Iceland (mission 1)
or maybe this other one Deus Ex - Main Theme.

(Shoot me, I'm a sucker for MOD)
    

Re: Kohaku's WIP thread

 June 21, 2011, 10:06:59 pm View in topic context
 Posted by Demented Fortune Cookie  in Kohaku's WIP thread  (Started by Magical Girl Amber January 03, 2011, 03:10:16 am
 Board: Projects

Response to Rajaa/GOH at screenshot thread:
In my opinion, Nanaya's smile looks a bit weird in that pic (even for Nanaya). Or is it his eyes ? Maybe both ?

And I was expecting a new portrait for him ;P
    

Re: Characters own moves don't work when thrown/grabbed, why?

 June 15, 2011, 07:28:39 pm View in topic context

You're right about the roll velocity (just checked myself) ; I guess the FAQ's author screwed up a bit in the movelist. Anyway, just wanted to point out that when thrown by KFM, you have to input the command in reverse in order to perform the recovery roll.

EDIT : although that doesn't help much in that case, I didn't realize you are supposed to enter the command BEFORE hitting the ground (so still in KFM's custom state). So I guess only the "helper with keyctrl enabled"part of my previous post is of any relevance to your problem.
    

Re: Characters own moves don't work when thrown/grabbed, why?

 June 15, 2011, 07:14:51 am View in topic context

I guess a helper with a keyctrl parameter in conjunction with a selfstate block in statedef -2 should do the trick.

What I find strange, however, is that your character should be out of KFM's custom state as soon as he hits the ground, so command triggers should work fine. By "ground recovery roll", I assume you mean this ?

Code:
Escape Roll          b, db, d + P after being     LP=stationary, MP=short, 
                     knocked down                 HP=long; can roll past
                                                  opponent

If so, you might want to look into the fact that KFM's throw turns your character around, so his commands are reversed.
    

Re: Don Drago's Gouki error

 June 14, 2011, 01:02:21 am View in topic context
 Posted by Demented Fortune Cookie  in Don Drago's Gouki error (Started by ZeroInNothingness June 13, 2011, 10:31:34 pm
 Board: M.U.G.E.N Configuration Help

Probably just a typo. Weird that I never got that message. Open 4-button.cmd in Notepad, search for
Code:
EnemyNear, HitDefAttr, SC, NA, SA, NT, ST, HT

(should be at line 2284) and replace it with
Code:
EnemyNear, HitDefAttr = SC, NA, SA, NT, ST, HT

I guess it should work fine after that.
    

Re: What really drives you up the wall when it comes to MUGEN?

 June 09, 2011, 05:09:40 pm View in topic context
 Posted by Demented Fortune Cookie  in What really drives you up the wall when it comes to MUGEN? (Started by Errdor May 22, 2011, 06:38:52 pm
 Board: M.U.G.E.N Discussion

-Sound effects ripped from (YouTube) videos (sometimes complete with background music and what not)
-Supers that give some power back
-Simul mode

And that's about it.

In any case, as said, prevstateno is unreliable. It doesn't always give the good result, for God knows what reason.

...

Don't ask me why it works and not the other one, I have no idea. It's just a bad behaviour with prevstateno, and it's stated in the docs. Try it in your code: if it works as wanted 100% time, good. If it doesn't, you'll have to find another way...
IIRC, that kind of stuff happens when using HitOverride or ReversalDef ; especially ReversalDef, which totally skips the "modify prevstateno value" part from a ChangeState instruction.
    

Re: Hitman Absolution

 June 09, 2011, 03:58:10 pm View in topic context
 Posted by Demented Fortune Cookie  in Hitman Absolution (Started by San2 June 08, 2011, 12:32:46 pm
 Board: Gaming

Quote
The second; a system for showing when and how the guards move called ‘instinct’ – when turned on, you can see a glowing orange path that shows where they’re going. It’s about helping players visualize the space and allowing them to plan ahead.
Looks like he's also getting some kind of X-Ray vision now. And I thought the map showing the location of every NPC was ridiculously cheap...

Hitman is dead.
They should just patch Blood Money so 47 stays dead during the fake credits roll. Seriously now, I hope all that stuff is optional and you can still get the Silent Assassin rank without having to resort to any of it.
    

Re: Ken - Updated 5/31/11

 June 02, 2011, 10:22:30 pm View in topic context
 Posted by Demented Fortune Cookie  in Ken - Updated 5/31/11 (Started by Jmorphman May 29, 2011, 01:44:37 am
 Board: Your Releases, Mugen 1.0 +

Finally took some time to screw around with try him.
One minor thing I've noticed is that Violent/Master Ken loses a bit of health whenever he parries a projectile. Probably something to do with whatever defense modifier code you've used, but my gut tells me it's actually a problem with my lifebars.
Also, it looks like some files in the Winmugen patch haven't been updated (unless my Firefox cache is playing tricks on me) ; EX Hadouken just spawns a miniature Ken in Win and works fine in 1.0
Overall, nice Ken, etc, but I think you already know that.