YesNoOk

Recent Posts

    

Re: Ask Erroratu

 December 30, 2014, 08:04:45 pm View in topic context
#1
 Posted by Erroratu  in Ask Erroratu (Started by Bastard Walt March 13, 2013, 05:40:48 pm
 Board: All That's Left

    

Re: what game are you playing right now

 December 30, 2014, 08:03:34 pm View in topic context
#2
 Posted by Not Bastard Renzo F  in what game are you playing right now (Started by Shunu December 09, 2009, 09:37:27 pm
 Board: Gaming

I'm quite sure if I go back to AC+R I won't be able to do even the simple combos, thanks to Xrd and his slower pacing. And I'm not even talking about FRCs :(
    

Re: M.U.G.E.N Screenshots V3

 December 30, 2014, 08:01:28 pm View in topic context
#3
 Posted by Just No Point  in M.U.G.E.N Screenshots V3 (Started by Lith May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

Ah. Gotcha!
    

Re: Ginyu's Body Change, or an essay on how to switch character controls in Mugen

 December 30, 2014, 07:59:22 pm View in topic context
#4
 Posted by Gritsmaster  in Ginyu's Body Change, or an essay on how to switch character controls in Mugen (Started by XGargoyle December 30, 2014, 07:13:44 pm
 Board: Development

Brilliant. I do wonder if it would ever be possible to switch health values as well, now that'd be interesting.
    

Re: M.U.G.E.N Screenshots V3

 December 30, 2014, 07:59:22 pm View in topic context
#5
 Posted by felineki  in M.U.G.E.N Screenshots V3 (Started by Lith May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

You can't tell from the screenshot, but the projectile flashes quickly back and forth between purple and orange like in the SFA games, which also then used orange flame effects on the hit opponent. It looks better in motion.
    

Re: CVSNB MUGEN PROJECT and COMMISSIONS(JULY-2013-20XX until retirement)

 December 30, 2014, 07:56:49 pm View in topic context
#6
 Posted by C.v.s The Abstract  in CVSNB MUGEN PROJECT and COMMISSIONS(JULY-2013-20XX until retirement) (Started by C.v.s The Abstract February 15, 2013, 07:44:14 am
 Board: Sprite Projects

I don't want to tell you what to do or anything but if you don't think you'll be back (which I certainly hope you will) why do you not go ahead and upload everything that you had finished on your other WIPs so anyone can use them as a base or continue working on them?

As time goes on and you stay away it'll become harder to get in touch with you and all that work will simply be lost. I feel that'd be a shame.

And if you're not involved in MUGEN you won't have to see anything you might find "bad" that'd come from your work =p

Anyway, I do hope you can find time to visit us every once in a while. Thank you very much for all your contributions!

i might take that in consideration.

Well this is certainly sad news to hear. Good luck with your future endeavours!

I also assume this means Asuka won't be finished, how much exactly was left for her spritesheet?



she only needs a grab reach,grab miss,two throws, 1 strong air kick, 2 air punch, 3 chain combo,dizzy,1 super and 3 more special
    

Re: CVSNB MUGEN PROJECT and COMMISSIONS(JULY-2013-20XX until retirement)

 December 30, 2014, 07:51:50 pm View in topic context
#7
 Posted by Gritsmaster  in CVSNB MUGEN PROJECT and COMMISSIONS(JULY-2013-20XX until retirement) (Started by C.v.s The Abstract February 15, 2013, 07:44:14 am
 Board: Sprite Projects

Well this is certainly sad news to hear. Good luck with your future endeavours!

I also assume this means Asuka won't be finished, how much exactly was left for her spritesheet?
    

Re: M.U.G.E.N Screenshots V3

 December 30, 2014, 07:50:34 pm View in topic context
#8
 Posted by Just No Point  in M.U.G.E.N Screenshots V3 (Started by Lith May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

Would it look better if the fire was purple like the projectile?
    

Re: CVSNB MUGEN PROJECT and COMMISSIONS(JULY-2013-20XX until retirement)

 December 30, 2014, 07:49:23 pm View in topic context
#9
 Posted by Just No Point  in CVSNB MUGEN PROJECT and COMMISSIONS(JULY-2013-20XX until retirement) (Started by C.v.s The Abstract February 15, 2013, 07:44:14 am
 Board: Sprite Projects

I don't want to tell you what to do or anything but if you don't think you'll be back (which I certainly hope you will) why do you not go ahead and upload everything that you had finished on your other WIPs so anyone can use them as a base or continue working on them?

As time goes on and you stay away it'll become harder to get in touch with you and all that work will simply be lost. I feel that'd be a shame.

And if you're not involved in MUGEN you won't have to see anything you might find "bad" that'd come from your work =p

Anyway, I do hope you can find time to visit us every once in a while. Thank you very much for all your contributions!
    

CVSNB! retirement in 2015

 December 30, 2014, 07:42:41 pm View in topic context
#10
 Posted by C.v.s The Abstract  in CVSNB MUGEN PROJECT and COMMISSIONS(JULY-2013-20XX until retirement) (Started by C.v.s The Abstract February 15, 2013, 07:44:14 am
 Board: Sprite Projects

Its official, Im retiring mugen after i finish my last commission of cvskairi...
I dont have to much time for mugen as i use to.. Welcome to adulthood...I after this commission, Goodbyes and farewell.. so tomorrow i will work on kairi alot. Mr.karate waited a while for this to be finish..

My other Mugen projects....I don't know if im gonna finish those... sense i lost a little passion for playing mugen just in general... Was a fun ride.... but i wanna at least go out with a bang by finishing up my last commission...

Maybe chamat,Seanalty,bathazar or other amazing mugen pixel artist consider finishing my work. i wont upload it as open source...only inbox me if you want it.
I will still be doing pixel art.. just on deviantart...

Well hope yall enjoy today.. i will upload some kairi work when i get started  when i first wake up tomorrow.
 
    

Re: Ginyu's Body Change, or an essay on how to switch character controls in Mugen

 December 30, 2014, 07:41:57 pm View in topic context
#11
 Posted by Neocide  in Ginyu's Body Change, or an essay on how to switch character controls in Mugen (Started by XGargoyle December 30, 2014, 07:13:44 pm
 Board: Development

oh I love you <3 I've been trying to figure something out with this for my ginyu since I made his sheet.


I'll have to test this out later on.
    

Re: M.U.G.E.N Screenshots V3

 December 30, 2014, 07:39:32 pm View in topic context
#12
 Posted by felineki  in M.U.G.E.N Screenshots V3 (Started by Lith May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

    

Re: N-G Mugen Team WAR OF SHINOBI MUGEN COMPLETE UNPACKED

 December 30, 2014, 07:31:59 pm View in topic context
#13
avatar  Posted by dan123  in  N-G Mugen Team WAR OF SHINOBI MUGEN COMPLETE UNPACKED (Started by dan123 December 29, 2014, 04:43:05 am
 Board: Your Releases, Mugen 1.0 +

Sorry they only gave me this link.
    

Re: Ask Erroratu

 December 30, 2014, 07:30:45 pm View in topic context
#14
 Posted by Neo_Fire_Sonic  in Ask Erroratu (Started by Bastard Walt March 13, 2013, 05:40:48 pm
 Board: All That's Left

How do i do a hadouken with mario?
    

Re: Ask Erroratu

 December 30, 2014, 07:26:01 pm View in topic context
#15
 Posted by MightyKombat  in Ask Erroratu (Started by Bastard Walt March 13, 2013, 05:40:48 pm
 Board: All That's Left

-got a Skype?
-How's Steam?
-Can a loc come up in yo crib?
    

Re: Metal Gear Solid 5

 December 30, 2014, 07:18:06 pm View in topic context
#16
 Posted by Bastard Walt  in Metal Gear Solid 5 (Started by San2 November 17, 2011, 11:47:49 pm
 Board: Gaming

MODS BABY

    

Re: Ask Erroratu

 December 30, 2014, 07:17:26 pm View in topic context
#17
 Posted by Erroratu  in Ask Erroratu (Started by Bastard Walt March 13, 2013, 05:40:48 pm
 Board: All That's Left

What does the G in G  Gundam stand for?
Girly
it definetly doesn't have anything to do with Domons mecha as his mecha is Burning Gundam :wiseguy:
Enclave Advanced power armor mk1, Midwest APA or the T-51b

would you marry Leona knowing that she may trigger her Orochi Mode during sex?

Your Favorite Gundam

Does your Waifus Pleases Slaanesh?
-While I do like how T-51b looks,I almost never wear it,nor any other power armor.
That might change when I find the Tesla armor though

-Of course

-Master Gundam.I also like Sengoku Astray Gundam a lot.

-No,I don't want her to turn purple/into a big lump of meat/whatever the fuck Slaaneshes legion is
    

Ginyu's Body Change, or an essay on how to switch character controls in Mugen

 December 30, 2014, 07:13:44 pm View in topic context
#18
 Posted by XGargoyle  in Ginyu's Body Change, or an essay on how to switch character controls in Mugen (Started by XGargoyle December 30, 2014, 07:13:44 pm
 Board: Development

This will be a long read, you've been warned ;)

You’ve seen it in Dragon Ball: Captain Ginyu swaps his body for Goku’s one, but things don’t turn quite as expected, resulting in the characters unable to reach full potential on the new hosts. If you don’t know what I’m talking about, here’s a short clip of the Body Change’s side effects
https://www.youtube.com/watch?feature=player_detailpage&v=MRZziD6WxoE#t=74

How can we replicate this effect in Mugen? The engine doesn’t allow switching control directly, but there are workarounds to achieve a similar effect.

I’m going to propose one of them, which I’d like to discuss with you guys on how to improve it or even find a better method.

The current implementations from other authors either rely on heavy customization of Ginyu and the other enemies (such as including other character’s sprites within the SFF) or requiring lots of code that need to be updated with every character “compatible” with Ginyu. Also, some of the current implementations are really cheap such as characters exchanging life values or similar tricks, unbalancing whatever balance had the original characters.

My goal was to create a code that didn’t have the abusive behavior of the previous implementations, was balanced enough to bring an added value to the fight strategy, and required the least modification for the other characters to make it compatible with Ginyu.

So, this is the result:


This is what you need to make it work:
Ginyu needs to place the enemy on a custom state. In the concept video I’m using a projectile, but it really doesn’t matter if you use a hitdef, a projectile or a helper to place the enemy into a custom state.

The custom state in which the enemy is placed is:
Code:
[Statedef XXXX]
type = U
movetype = I
physics = U
ctrl = 0
velset = 0,0
poweradd = 0
[State Enemy Helper on Player]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "P2onP1"
ID = 9123
stateno = 9123
pos = 0,0
postype = p2   
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0


[State ChangeState]
type = SelfState
trigger1 =  !time
value = 0
ctrl = 1

This code will make P2 create a Helper that will be placed on top of Ginyu (P1). The State for the Enemy’s Helper needs to be located on the Enemy’s files.
Ginyu also needs the following state, which will be the “P1onP2” Helper:
Code:
;GINYU
[Statedef 9124]
type    = U                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= U                      ;Move-type: A-attack, I-idle, H-gethit
physics = U                      ;Physics: S-stand, C-crouch, A-air
juggle  = 0                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)                     ;Change animation (Def: no change)
sprpriority = 10                 

[State 9124, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
ignorehitpause = 1
;persistent =

[State 9124, Pos] ;bind the helper to a fixed position
type = PosSet
trigger1 = 1
x = (enemy, pos x)
y = enemy, pos y
ignorehitpause = 1

[State 9124, turn] ;the helper will face the enemy
type = Turn
trigger1 = pos Y = 0
trigger1 = facing = root,facing
ignorehitpause = 1

[State 9124, 2] ;this will allow the helper to replicate the same animation than the root
type = ChangeAnim
trigger1 = Anim != (enemy, anim)
trigger2 = AnimElemNo(0) > (enemy, AnimElemNo(0))
value = enemy, anim
elem = enemy,AnimElemNo(0)
ignorehitpause = 1

[State 9124, DestroySelf]
type = DestroySelf
trigger1 = root,var(51)=0 ;time = 500
ignorehitpause = 1
;persistent =

This code basically places a Helper on top of the Enemy (P2) and it replicates the same animation number as the Enemy.
Ginyu also needs the following -2 states:

Code:
[State -2, Ginyu Mode ON]
type = VarSet
trigger1 =1
var(51)= IfElse((enemy,Numhelper(9123)=1),1,0)

 [State -2, Ginyu missing animation check]
type = VarSet
triggerall = Teamside = 1
triggerall = NumHelper(9124)=1
trigger1 = (helper(9124),AnimElemNo(0)) = (enemy, AnimElemNo(0))
var(53) = Ifelse((helper(9124),anim)!=(enemy,anim),0,1)

[State -2, Ginyu missing animation check]
type = VarSet
triggerall = Teamside = 2
triggerall = NumHelper(9124)=1
trigger1 = (helper(9124),AnimElemNo(0)) = (enemy, AnimElemNo(0)+1)
var(53) = Ifelse((helper(9124),anim)!=(enemy,anim),0,1)

[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = var(51)=1
flag = invisible
ignorehitpause = 1

[state -3, remove afterimage]
type = afterimagetime
trigger1 = var(51)=1
time = 0

[State -2, Ginyu Helper on Enemy]
type = Helper
trigger1 = !NumHelper(9124)
trigger1 = var(51)=1
helpertype = normal ;player
name = "P1onP2"
ID =  9124
stateno = 9124
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0

var(51) basically tells the game that the Body Swap has been enabled. Var(53) keeps track of the animation of the enemy versus the helper’s animation. Due that P2 code is executed with 1 tick after P1 code, we need to do a workaround to keep that 1 tick delay, otherwise the code will not work when performed by P2.

Now, let’s see the code that needs to be added to the enemy’s files to make it compatible with Ginyu:
Code:
;GINYU’s Helper
[Statedef 9123]
type    = U                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= U                       ;Move-type: A-attack, I-idle, H-gethit
physics = U                      ;Physics: S-stand, C-crouch, A-air
juggle  = 0                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                          ;Set ctrl (Def: no change)
sprpriority = 10                 

[State 9123, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

time = 1
ignorehitpause = 1

[State 9123, Pos] ;bind the helper to a fixed position
type = PosSet
trigger1 = 1
x = (enemy, pos x)
y = enemy, pos y
ignorehitpause = 1

[State 9123, turn] ;the helper will face the enemy
type = Turn
trigger1 = pos Y = 0
trigger1 = facing = root,facing
ignorehitpause = 1

[State 9123, 2] ;this will allow the helper to replicate the same animation than the root
type = ChangeAnim
trigger1 = anim != (enemy, anim)
trigger2 = AnimElemNo(0) > (enemy, AnimElemNo(0))
value = enemy, anim
elem = enemy,AnimElemNo(0)
ignorehitpause = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 500 ;it’s a good idea to kill the helper after some time, but we can find other ways to kill it. This is up to the author
ignorehitpause = 1

The enemy also needs to include this code in their -2/-3 states:
Code:
[State -3, AssertSpecial]
type = AssertSpecial
triggerall = enemy,Name=" Ginyu "
trigger1 = enemy,var(51)=1 ;Ginyu Mode ON
flag = invisible
ignorehitpause = 1

[state -3, remove afterimage]
type = afterimagetime
triggerall = enemy,Name=" Ginyu "
trigger1 = enemy,var(51)=1 ;Ginyu Mode ON
time = 0
ignorehitpause = 1


[State -3, Prevent playing missing anim] ;HACK
type = ChangeAnim
triggerall = enemy,Name=" Ginyu "
triggerall = enemy,var(51)=1 ;Ginyu Mode ON
trigger1 = stateno = 0
trigger1 = !time
trigger2 = enemy,var(53)=0
value = 0
;elem = 1
ignorehitpause = 1


[State -3, Prevent Wrong State S]
type = ChangeState
triggerall = enemy,Name=" Ginyu "
triggerall = enemy,var(51)=1 ;Ginyu Mode ON
triggerall = statetype=S
trigger1 = enemy,var(53)=0
value = 0
ctrl = 1
ignorehitpause = 1

[State -3, Prevent Wrong State C]
type = ChangeState
triggerall = enemy,Name=" Ginyu "
triggerall = enemy,var(51)=1 ;Ginyu Mode ON
triggerall =  statetype=C
trigger1 = enemy,var(53)=0
value = 11
ctrl = 1
ignorehitpause = 1

[State -3, Prevent Wrong State A]
type = ChangeState
triggerall = enemy,Name="Ginyu"
triggerall = enemy,var(51)=1 ;Ginyu Mode ON
triggerall = statetype=A
trigger1 = enemy,var(53)=0
value = 50
ctrl = 1
ignorehitpause = 1

I’m using a enemy,name trigger to check the identity of Ginyu and then execute the necessary code. Other alternatives to this would be through a helper or anim check, but as this is a concept move, I’ll leave the possible methods of “standardization” open to discussion.

The full code results in a helper on top of an invisible character repeating the same animation as the invisible character. That means if P1 plays animation 200, the Helper will play the same animation 200 using his own sprites (actually the other player’s ones). If the character plays an animation not available or if the animation from the character is longer or shorter than the one from the Helper, then it will revert to an idle state. This replicates the original concept of the move in which the characters weren’t able to reach the full potential of the new bodies. It also brings a new strategy layer as both characters are nerfed down having most of his attacks disabled for the duration of the move.

The full code is also to implement in other characters as it can be placed at the end of statedef -2 or -3, requiring one single copy&paste process to make it compatible. There are no sprites to be added or modified, making it easier the compatibility with other characters Ginyu also doesn’t need to update his code every time a new character is added to the compatibility list.

The code isn’t exempt of problems though. First of all, whenever a character tries to play a missing animation, there will be a debug warning. Also, the characters could get stuck for some ticks while performing some moves. Another known issue is that the actual animation and clsn boxes are the ones from the invisible character. This means that if animation 200 for the character is a high punch, but the enemy’s animation 200 is from a low kick, the hitsparks and the movehit behavior will not reflect on the animation being displayed. Effects such as Explods around a particular animation will still be played on the Helper (which in some cases will not match with what's shown on screen)

Also, in the same fashion, the Helper could turn into a fireball if the animation numbers from one character match the Helper’s ones. A full game implementation using my “helper on top of character” would easily prevent such problems by restricting the attacks that could be performed during the Body Change being enabled -remember Ginyu’s var(51)- as well as limiting the explods that should be displayed during Ginyu’s Body Change mode. Obviously this will require more customization on the enemy’s files, but for full game authors, my method could be a viable option to implement a true Body Change attack.

Let me know your thoughts or comments on this :)
    

Re: FREEZER HD

 December 30, 2014, 07:12:57 pm View in topic context
#19
 Posted by electrocaid  in FREEZER HD (Started by abia December 21, 2014, 11:43:58 am
 Board: Your Releases, Mugen 1.0 +

If you have ideas other character GokuHR I'm interested :)

i can't decently talk about rabani chars....

Spoiler, click to toggle visibilty
    

Re: Victorys Wips (Evil Ryu Beta Up)

 December 30, 2014, 07:05:04 pm View in topic context
#20
 Posted by yaret  in Victorys Wips (Evil Ryu Beta Up) (Started by Víctorys July 27, 2013, 08:00:39 pm
 Board: Projects

it's that possible your evil ken plays like Reu because there isn't a version of this masterpiece char on Cvs version??