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Messages by SilentProtagonist

    

Chrono Trigger's Frog, Robo and Ayla (betas)

 December 11, 2012, 07:44:52 pm View in topic context
 Posted by SilentProtagonist  in Chrono Trigger's Frog, Robo and Ayla (betas) (Started by SilentProtagonist December 11, 2012, 07:44:52 pm
 Board: Your Releases, 1.0+

    

Re: Keeping vulnerable opponent in custom state

 September 28, 2012, 06:54:35 am View in topic context
 Posted by SilentProtagonist  in Keeping vulnerable opponent in custom state (Started by SilentProtagonist September 28, 2012, 04:54:16 am
 Board: Development

Nice. I'll try this. Thanks!
    

Keeping vulnerable opponent in custom state

 September 28, 2012, 04:54:16 am View in topic context
 Posted by SilentProtagonist  in Keeping vulnerable opponent in custom state (Started by SilentProtagonist September 28, 2012, 04:54:16 am
 Board: Development

I'm trying to create custom states that keep the opponent vulnerable. An example of this is a set of states that represent the Confused status commonly seen in RPGs. This status renders the opponent unable to attack and inverts its controls for a set amount of time.

To keep the opponent vulnerable, I was using their own animations in the custom state (to use their hitbox data). To keep the opponent in the custom state for the needed amount of time, I made all of my attacks have an optional p2stateno parameter to resend the opponent into the custom state. However, this won't work in 2vs2, as my character's partner won't redirect its hitdefs and will take the opponent out of the custom state. I was thinking of some sort of HitOverride in the custom state, but that sends them to their own states and not mine.

Is there any safe way of achieving this? Or should I disable these stats when there is a partner?
    

Re: Stage Interaction

 September 26, 2012, 01:16:42 pm View in topic context
 Posted by SilentProtagonist  in Stage Interaction (Started by SilentProtagonist September 25, 2012, 12:13:26 am
 Board: Development

I see. I take it there's no dynamic stage interaction (yet). Thanks!
    

Stage Interaction

 September 25, 2012, 12:13:26 am View in topic context
 Posted by SilentProtagonist  in Stage Interaction (Started by SilentProtagonist September 25, 2012, 12:13:26 am
 Board: Development

I read that you could identify the stage you were on by using de zoffset stage parameter, but that it was removed on MUGEN 1.0.

Is there any other way of achieving some sort of stage interaction? My stage shows different backgrounds at different times, and I'd like my character to know which one is active at a given time.
    

Re: Chrono Trigger characters: Frog, Ayla, Lavos (Ayla and Frog betas released)

 March 18, 2012, 03:39:54 am View in topic context

Cool, feedback.

Quote
Have you tried XY scale 1.25?
But that wouldn't scale the CLNS boxes, would it?

Quote
- Walk, dash back and jump could get sounds.
I'll see what I can do.

Quote
- The sword attacks could get an FX to show in which direction the sword is going. If you look at the light basic attack frame by frame, you can understand what happening, but at real speed when you don't hit the opponent, then no. So yeah, a semi transparent trail or blur effect would be nice.
Yeah, this comes from the fact that I had so few sprites to create the basic attacks. I'll see what I can do (I'm thinking of semi transparent, monochrome explods: I have some unused FX from the game. I could edit some sprites and insert them as extra sprites in the animations)

Quote
- You can chain the basics from standing to crouching but not the other way round. Is there a reason for that ?
I was aiming to prevent infinites (acyclic graphs :ninja:)

Quote
- Water Magic: Water Stream doesn't remove any power to Frog.
Fixed.

Quote
- Are you going to add comboability to go from basics to specials and/or specials to supers ?
Yep. For now I was trying to achieve basic chaining without infinites.

Quote
- Any plans to add team supers when playing in Co-op mode ?
Maybe, but not in the close future.

Quote
- Crouching B is an infinite with good timing. It can link ito itself.
Argh. I'll fix that ASAP.

Quote
- The boulder toss is not very understandable IMO. May be source accurate though, can't remember.
I was trying to implement a pretty standard throw (I based it on PoTS' Ryu's throw). Is the way to perform it confusing or is it something else?

Quote
- Aerial C feels misaligned. Jump and perform it, and it looks like she stretches higher than her old position.
- I'd change the arc for Rock Throw a little. They all go to the same heigh, while I'd make the one going shorter go higher. That's just me though.
Noted. Will check and fix.

For the record, I made the readme files very quickly. That should explain all the wrong commands  :sugoi: Thanks for the feedback :)
    

Running gags and memes of MUGEN

 March 17, 2012, 10:38:29 pm View in topic context
 Posted by SilentProtagonist  in Running gags and memes of MUGEN (Started by SilentProtagonist March 17, 2012, 10:38:29 pm
 Board: M.U.G.E.N Discussion

I was trying to explain the MUGEN community to a friend the other day and remembered stuff that everyone (or every newbie) put on their characters and that became jokes.

For example, I remember many characters being given a Silent Storm palette, many joke characters using some sort of personalized Shun Goku Satsu, or the infamous Proton Cannon being a trademark of badly coded/joke characters.

As I've been away from the community for a lot of time, I wonder about what jokes have been created  ;P So, what other memes/meta-stuff have happened in the MUGEN community?
    

Re: Chrono Trigger characters: Frog, Ayla, Lavos (Ayla and Frog betas released)

 March 17, 2012, 09:57:27 pm View in topic context

    

Re: p1 changestate based on helper

 March 17, 2012, 05:59:43 pm View in topic context
 Posted by SilentProtagonist  in p1 changestate based on helper (Started by sgn15 March 17, 2012, 01:55:35 pm
 Board: M.U.G.E.N Development Help

I think it's because in the .def file you specified numbers different from 1 in the [Palette Keymap] section. I'm not sure about it though, as I solved that problem by creating a few palettes. Maybe someone else can explain it better.

About the helper problem... "Helper(438), Time = 0" is true only on the first tick of Helper 438: it will only be true if there IS a helper with ID 438. If you want the trigger to activate when there isn't a Helper with ID 438, you should use !NumHelper(438) or NumHelper(438) = 0. I'm not sure I understood the situation completely, though.
    

Re: Chrono Trigger characters: Frog, Ayla, Lavos (Ayla and Frog betas released)

 March 17, 2012, 04:54:53 pm View in topic context

Betas released! Updated first post with links.
    

Re: p1 changestate based on helper

 March 17, 2012, 02:07:25 pm View in topic context
 Posted by SilentProtagonist  in p1 changestate based on helper (Started by sgn15 March 17, 2012, 01:55:35 pm
 Board: M.U.G.E.N Development Help

The debug message is displayed because the triggers reference a helper when there isn't one (when your character hasn't created the helper yet). You have to add a check so it will only ask for the helper's state when there is such a helper;

[State 410, 5]
type = ChangeState
triggerall = NumHelper(411)
; if helper does NOT hit successfully
trigger1 = helper(411),stateno = 413 && helper(411),animtime = 0
; if helper hit successfully
trigger2 = helper(411),stateno = 412 && helper(411),animtime = 0
value = 0
ctrl = 1

Hope it helps!
    

Re: Command is not performing!

 March 10, 2012, 07:11:55 pm View in topic context
 Posted by SilentProtagonist  in Command is not performing! (Started by Fighting Toys Freak March 10, 2012, 03:35:56 am
 Board: M.U.G.E.N Development Help

  • Remember that order is important in the CMD file. Try moving it before other commands and see if it works.
  • See if the command itself is too hard to pull. Change it to something simple (I use "x" for testing, for example)
  • The "time > 30" trigger seems weird to me, but I'm guessing you're doing it to prevent instantaneous repetitions of the command... I'd comment it and see what happens :S But if you know what you're doing, I guess you can leave it as it is.
  • Make sure var(0)'s is zero when you're testing (as you require it to have that value for the move to execute).  Use the DisplayToClipboard controller to check if this is what is troubling you.

That's what I'd do :S

(also, shouldn't this be in the "M.U.G.E.N Development Help" subforum?)
    

Re: Some Chrono Trigger characters: Frog, Ayla, Lavos

 March 10, 2012, 07:03:54 pm View in topic context

I guess it's not rude if I double post when I have new content to show  :S

Intros!

Kicking some Reptite butt (I love AngleDraw):
Spoiler, click to toggle visibilty

Riding Dactyl:
Spoiler, click to toggle visibilty

New attacks:

Cat Attack (the first part of the move is inspired on Diddy Kong's Forward+B move from Brawl, Monkey Flip). I think it's kind of overpowered (because of its range) so I added a requirement of 500 power to use it.

Spoiler, click to toggle visibilty

Gatling Kick (but without Crono and Lucca). Think of it as a Tatsumaki Senpuu Kyaku variation where you start from the floor and rise, with debris rising from the floor.

However, as Ayla's so small, the range of this attack is pretty bad. I think this will be her third super, but I have to recode it from scratch, maybe with a first phase that acts as a throw (to solve the range problem) Ideas are welcome.

Spoiler, click to toggle visibilty

I think I'll make a first release after I remake Gatling Kick to try and get some feedback. I love to code but I'm not really an expert on the gameplay and balancing side. I DO want my chars to be balanced and fun, though.
    

Re: Stage "PalFX" effect

 March 09, 2012, 02:21:24 am View in topic context
 Posted by SilentProtagonist  in Stage "PalFX" effect (Started by SilentProtagonist March 06, 2012, 11:38:23 pm
 Board: Development

Thanks for the answer. However, it seems that either solution will result in a slowdown of the engine. Luckily, the stage will be made for a character in particular, so I can leave the PalFX task to a helper :)
    

Stage "PalFX" effect

 March 06, 2012, 11:38:23 pm View in topic context
 Posted by SilentProtagonist  in Stage "PalFX" effect (Started by SilentProtagonist March 06, 2012, 11:38:23 pm
 Board: Development

I'm trying to implement a stage that cycles all its elements through different hues.

I was thinking of inserting three fullscreen sprites (red, green, blue) and use trans controllers to obtain the desired color and create the appropriate transitions.  However, I read about the PalFX problem that comes with such separation  :-\. Is there another way (other than adding sprites for each element and hue) to implement this?
    

Re: Some Chrono Trigger characters

 March 06, 2012, 06:56:07 pm View in topic context

Updating with Ayla's current supers  :) :

Tail Spin:
Spoiler, click to toggle visibilty

Triple Kick:
Spoiler, click to toggle visibilty
    

Chrono Trigger characters: Frog, Ayla, Lavos (Ayla and Frog betas released)

 March 01, 2012, 07:34:38 am View in topic context

Hey! It's been like 6 years since I worked on anything MUGEN-related. Let's see if I can release something this time :sadgoi: All my creations come from Chrono Trigger.

WIP 1: Frog

What's already done:
  • Required sprites and animations
  • Basic attacks
  • Hitsparks and sounds from the original game
  • Special attacks
  • Some supers
  • Two intros and a simple winpose

What's not done yet:
  • Check damages, velocities, etc. again and again
  • Maybe one more super
  • More/special intros/winposes
  • Fix a bug with the small portrait's palette

Screenshots:

Spoiler, click to toggle visibilty

WIP 2: Inner Lavos

Another old WIP, the second form of the interplanetary parasite.

What's already done:
  • Almost all moves from the original SNES fight
  • Some sort of AI
  • Ability to inflict status effects

What's not done yet:
  • The stage. I have to learn how to make a proper stage for 1.0
  • Check if I have to change something in the AI
  • See if there is a better way to implement some status effects (poison, disabled defense)
  • Find some portraits

Screenshots:
Spoiler, click to toggle visibilty

WIP 3: Ayla

A new WIP!

What's already done:
  • Required sprites and animations
  • Basic attacks
  • Hitsparks and sounds from the original game
  • Special attacks
  • One super

What's not done yet:
  • Check damages, velocities, etc. again and again
  • More supers
  • Intros/winposes
  • Small portrait (I just realized I'm missing that)

Spoiler, click to toggle visibilty

That's it. Give me your suggestions, questions, opinions, etc. :)

Edit: Betas are here: help me fix them!
Ayla : http://www.mediafire.com/?y6r7wantn3b294o
Frog: http://www.mediafire.com/?31c9vo4rotwxyhc

Edit 2: As Human noted, they're 1.0-compatible only (although I think it wouldn't be that hard to make them compatible with the version you like)
    

Re: Palette remaking

 March 01, 2012, 02:42:44 am View in topic context
 Posted by SilentProtagonist  in Palette remaking (Started by SilentProtagonist February 29, 2012, 11:09:25 pm
 Board: M.U.G.E.N Development Help

Thanks for the tip, I'll try it.

Edit: Awesome. Just what I needed. Thanks again!

PD: It's nice to see you're still here, Cyanide :)
    

Palette remaking

 February 29, 2012, 11:09:25 pm View in topic context
 Posted by SilentProtagonist  in Palette remaking (Started by SilentProtagonist February 29, 2012, 11:09:25 pm
 Board: M.U.G.E.N Development Help

Hey. It's been a while since I worked on my MUGEN stuff. Long story short, I removed a lot of sprites from a character, so the palette ended up with many unused colors.
Back when I made the character, I didn't really care for organizing the palette, so it's basically a mess. I can obtain an optimized palette for the remaining sprites using Fighter Factory, but the colors are obviously in a different order: I would have to apply the palette to each sprite (a tedious task).

Is there a way I can remake my sff with a simpler, organized palette?