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Nep Heart

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Messages by Nep Heart

    

Re: Yumi

 January 28, 2020, 07:07:49 am View in topic context
 Posted by Nep Heart  in Yumi (Started by OHMSBY January 26, 2020, 11:51:33 pm
 Board: Your Releases, 1.0+

Sorry about his question, but why these chars don't have walk forward?

 BBTag literally has forward no walk for the majority of the cast, so, the author has to compensate with using their back walk animations in reverse.
    

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

 January 27, 2020, 08:06:56 am View in topic context
 Posted by Nep Heart  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

    

Re: Ultron AI needs to be toned down...

 January 27, 2020, 03:09:29 am View in topic context
 Posted by Nep Heart  in Ultron AI needs to be toned down... (Started by Shutterbug January 26, 2020, 06:38:27 pm
 Board: M.U.G.E.N Discussion

 Toning down the AI wouldn't stop the character from being broken because those qualities will remain even if the AI no longer uses them anymore.

 But yeah, it's kind of a waste of time for people who actually have the knowledge in AI coding because they likely would apply those skills to something more practical like characters of their own making or interest. It's one of those cases where you could probably take the time to learn AI coding yourself since this comes off as a request thread instead of an actual discussion topic. Also, I just fought the AI since I was informed of its glaring flaw at a server and it's just as brain-dead stupid as any other Scruffy Dragon-made AI since you can mop the floor with Ultron by spamming low hitting attacks.
    

Re: Yumi

 January 27, 2020, 12:32:35 am View in topic context
 Posted by Nep Heart  in Yumi (Started by OHMSBY January 26, 2020, 11:51:33 pm
 Board: Your Releases, 1.0+

 That air combo is invalid due to hitstun decay, so, it'll quickly be techable after two or three repetitions.

 If the target in question has no air teching of any kind, that's on the character instead.
    

Re: Eri Hasumi WIP (new gameplay style)

 January 27, 2020, 12:08:51 am View in topic context
 Posted by Nep Heart  in Eri Hasumi WIP (new gameplay style) (Started by Nep Heart January 01, 2020, 08:06:39 am
 Board: Projects

https://streamable.com/i668e

 Deflect, which is mostly based on Just Defend from Garou: MotW, is a defensive mechanic available to both Power and Speed Styles which functions like an enhanced guard that not only negates guardstun and chip damage, but also recovers life at a 10% ratio of the damage a hit would have inflicted, fills the power meter with 2x the damage a hit would have inflicted, fills the Drive Meter with 2x the damage a hit would have inflicted as well as a 15 frame pause in which you're completely free to take any action. In spite of the pause between hits, you still have to do the input again if you're against multi-hit attacks since each input only covers for one hit.

 Also, yes, there are something similar to guard restrictions for this mechanic, although it's a bit difficult to showcase when controlling two characters at once.
    

Re: Hitsparks are way offset

 January 25, 2020, 10:59:22 pm View in topic context
 Posted by Nep Heart  in Hitsparks are way offset (Started by someasome January 25, 2020, 09:09:45 pm
 Board: M.U.G.E.N Development Help

 Check for any explods or helpers whose animation correspond to the hitspark animation. Usually, they'll have a movehit/movecontact trigger of some sort in them.

 An example that I use which could help make it a little easier to visualize an idea of what to look for is this.

Quote
[State 200, Spark]
Type = Explod
triggerall = numtarget
triggerall = !numexplod(6000)
trigger1 = movecontact
anim = 6000+1*moveguarded
ID = 6000
pos = floor(p2dist x),floor(target,pos y-55-cond(anim = 205,0,10))
postype = P1
ownpal = 1
scale = (const(size.xscale))*cond(movehit,0.8,1.2),(const(size.yscale))*cond(movehit,0.8,1.2)
sprpriority = 40
SuperMoveTime = 999
PauseMoveTime = 999
ignorehitpause = 1
persistent = 0

 In these cases, whatever sparkxy value is in the hitdef would be irrelevant because the explod or helper would determine spark position instead.
    

Re: Hitsparks are way offset

 January 25, 2020, 09:45:54 pm View in topic context
 Posted by Nep Heart  in Hitsparks are way offset (Started by someasome January 25, 2020, 09:09:45 pm
 Board: M.U.G.E.N Development Help

 Is the hitspark animation itself misaligned? If not, the hitspark itself may possibly be generated with an explod or helper. As a matter of fact, I've been currently using these exact hitsparks for Eri and had to resort to making them spawn via explod since their hi-res nature made them too large for a hitdef to spawn it directly.
    

Re: Is it possible to have chars move but not attack before Round 1?

 January 24, 2020, 12:01:49 am View in topic context
 Posted by Nep Heart  in Is it possible to have chars move but not attack before Round 1? (Started by thepacifist January 23, 2020, 11:14:30 pm
 Board: M.U.G.E.N Configuration Help

 I'd imagine you would need to make actual changestates in statedef -1 for universal movements (walk, run, crouch, jump, etc) to be allowed in roundstate 1 and 2 while attack changestates can only occur in roundstate 2 as to prevent going into those states before the fighting portion begins. 9's Melty Blood characters amd many MvC characters in MUGEN have this mechanic implemented, so, they are worth checking out.
    

Re: Gombie AI problem

 January 21, 2020, 02:32:26 pm View in topic context
 Posted by Nep Heart  in Gombie AI problem (Started by Carmell January 14, 2020, 03:04:42 am
 Board: M.U.G.E.N Development Help

    

Re: CNS files unreadable

 January 21, 2020, 02:44:08 am View in topic context
 Posted by Nep Heart  in CNS files unreadable (Started by AJZ January 21, 2020, 01:45:49 am
 Board: M.U.G.E.N Discussion

Download and use Notepad++ to open CNS/text files that are in foreign characters, it innately includes many of them encoded in and definitely gives access to Japanese characters. It's also free.
    

Re: Happy Birthday to...

 January 20, 2020, 12:50:40 am View in topic context
 Posted by Nep Heart  in Happy Birthday to... (Started by TempesT January 11, 2010, 04:27:19 am
 Board: All That's Left

 Happy extra year.
    

Re: Gombie AI problem

 January 19, 2020, 11:52:59 pm View in topic context
 Posted by Nep Heart  in Gombie AI problem (Started by Carmell January 14, 2020, 03:04:42 am
 Board: M.U.G.E.N Development Help

 AI Changestate order in statedef -1 also plays a surprisingly big factor on how likely an AI will commit to any action since MUGEN is parsed from top to bottom. So, placing changestates higher is something you'd do if you want AIs to increase their chances, too, since higher random values alone aren't enough. This is why it is recommended to separate AI changestates completely from human changestates since you have more control over how an AI decides its actions. An example is if an AI blocks too much, the guard changestate is being placed too high... inversely, if the AI rare guards, it's probably because the guard changestate is placed too low.

 As for me, when it comes to AI, I usually like to balance between random levels and changestate priority so as to make the AI have a more desirable behavior. Of course, this requires a fair bit of trial and error like anything else and it varies greatly between what balance is ideal for each character. Although, a rule of thumb is if something has a "100%" chance of occurring (either by having random at value < 1000 or skipping random altogether), always put it towards the bottom so all the other changestates still have a reasonable chance to occur.
    

Re: To Have or Give a Gameplay Mechanic?

 January 16, 2020, 12:51:24 am View in topic context
 Posted by Nep Heart  in To Have or Give a Gameplay Mechanic? (Started by Nep Heart December 31, 2019, 12:00:11 am
 Board: M.U.G.E.N Discussion

 It's actually pretty funny that you brought that up since I'm recently playtesting my most recent project against Shinra's Marilyn Sue for the kicks and I can consistently put her into a dizzy infinite because of my own character's target dizzy system and Marilyn's self-dizzy system (the latter's being way too punishing on the character) meant they stacked.

 Another situation was when I was attempting to fight Muteki's Guilty Gear characters using 586's EFZ characters, which got really ugly and made it an uphill battle because the characters I was using in this situation had a guts system for P2 that is integrated into their damage scaling system and the opponents had their own built-in guts system... so, combos did less damage than what even a single normal would do outside of that situation and I sometimes found my attacks doing single digit damage with attacks that would have done 2 to 3 digit damage. I think this screenshot sums it up best on guts stacking...



 Those situations made me think back to this thread and reminded me again why I'm not a big fan of giving P2 systems that they'll have a surprisingly good chance of actually owning those systems anyway (they're not as uncommon as people want to believe), leading to that terrible system stacking situation.
    

Re: I wanna be so very shit, like no thread ever was

 January 14, 2020, 06:31:54 am View in topic context
 Posted by Nep Heart  in I wanna be so very shit, like no thread ever was (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

 That's not autism, that's being a jackass. I have a lot of friends with autism who are well-adjusted, some more so than myself even. Also, autism isn't a justification for acting like shit either.
    

Re: Character(s) looking forward to be released/update version 2020

 January 13, 2020, 10:30:24 pm View in topic context
 Posted by Nep Heart  in Character(s) looking forward to be released/update version 2020 (Started by hulkhogan December 31, 2019, 10:44:55 am
 Board: M.U.G.E.N Discussion

 Upgrade usually refers to improving a character by drastically altering them to include new features while update is simply improving a character by addressing flaws, but not fundamentally change the character otherwise.
    

Re: Eri Hasumi WIP (new gameplay style)

 January 13, 2020, 06:20:40 am View in topic context
 Posted by Nep Heart  in Eri Hasumi WIP (new gameplay style) (Started by Nep Heart January 01, 2020, 08:06:39 am
 Board: Projects

    

Re: MUGEN Video thread

 January 13, 2020, 06:19:53 am View in topic context
 Posted by Nep Heart  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: I wanna be so very shit, like no thread ever was

 January 12, 2020, 09:55:08 am View in topic context
 Posted by Nep Heart  in I wanna be so very shit, like no thread ever was (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

 Kid or not, Graves is a shining example of the Dunning-Kruger Effect in any MUGEN community. I sure didn't have delusions of grandeur nor was this dumb in general even when I was 12 and I've done quite a bit back then that I regretted later.
    

Re: Terry Bogard XIII Looking for an AI Coder!

 January 11, 2020, 05:10:13 am View in topic context
 Posted by Nep Heart  in Terry Bogard XIII Looking for an AI Coder! (Started by vyn December 03, 2019, 05:36:59 am
 Board: Projects

 Honestly, if I wasn't working on my own WIP atm, I would attempt at a Terry AI patch for some more AI coding practice. So, perhaps I can attempt one some time in the future.
    

Re: Eri Hasumi WIP (new gameplay style)

 January 10, 2020, 05:56:50 am View in topic context
 Posted by Nep Heart  in Eri Hasumi WIP (new gameplay style) (Started by Nep Heart January 01, 2020, 08:06:39 am
 Board: Projects

https://streamable.com/g2naf

 Asides from Blowback Attacks and throws, any normal that is blocked will cause Recoil, causing both P1 and P2 to reel back for a moment. Also, all guarded normals cause chip damage (but cannot chip kill).

 If the blue meter is filled up entirely, the target gets their guard broken and put into Guard Crash state where they're left open for a brief period.

 Lastly, there is also Power Charge, a state that fills up the power meter at an exponential rate, but will leave you open if used carelessly.

 Recoil, normals doing chip damage and Power Charge are only available in Power Style. Guard Crash is available in Power or Speed.