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Vans

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Messages by Vans

    

Re: Really trying to get into basics - Need some help

 March 31, 2019, 05:38:59 am View in topic context
 Posted by Vans  in Really trying to get into basics - Need some help (Started by KarmaCharizard March 30, 2019, 11:38:35 pm
 Board: M.U.G.E.N Development Help

The NeoGeo native resolution is 320x224 not 320x240. I think this might explain your size problem.
    

A new development-focused community: MUGEN.NET

 March 27, 2019, 09:08:45 am View in topic context
 Posted by Vans  in A new development-focused community: MUGEN.NET (Started by Vans March 27, 2019, 09:08:45 am
 Board: M.U.G.E.N Discussion

MUGEN.NET is a new community which strives to encourage and help new up-and-coming coders improve and receive specialized feedback. By utilizing the new social media platforms we break the barrier of entry and shortcomings associated with internet forums, as well allow users to connect and learn from each other more closely.

In MUGEN.NET we have a new way for asking for help: the "Ask an Expert" program. In this platform it is possible for anyone to ask any possible questions directly to experts within the community for a better opinion. We strive to make no question go unsolved, and no question go unnoticed or dismissed due to complexity. If there's something this community has learned, it's that there's usually nothing "impossible". By asking those with many years of expertise in the engine, your questions will carry much more meaning.

We shall encourage discussion and sharing of the brand new releases within the community, while at the same time providing a platform for those creators who require a more hands-on approach to receive feedback. By actively updating and sharing the newest advances in coding techniques, our aim is to help creators reach new heights so they may help others to improve as well.

I hope I can get to see you all in MUGEN.NET: the developer-focused community.

https://discord.gg/8pRm44Y

If you need an invite to join, please feel free to contact me directly via twitter: @vans1belmont

Best wishes,

Vans.
    

Re: Caddie general thread |Current: SF2NES|

 October 30, 2018, 08:57:06 am View in topic context
 Posted by Vans  in Caddie general thread |Current: SF2NES| (Started by Cobra Caddie June 07, 2011, 06:35:42 am
 Board: M.U.G.E.N Discussion

    

Re: Looking for a certain topic on corner push

 October 24, 2018, 03:09:59 pm View in topic context
 Posted by Vans  in Looking for a certain topic on corner push (Started by Just No Point May 12, 2017, 04:13:55 pm
 Board: Off-Topic Help

    

Re: Can't change my avatar~

 July 09, 2018, 07:28:55 pm View in topic context
 Posted by Vans  in Can't change my avatar~ (Started by Crimson Array July 09, 2018, 07:22:31 pm
 Board: Off-Topic Help

    

Re: [SPANISH ONLY] Español solamente V2

 July 09, 2018, 04:33:20 pm View in topic context
 Posted by Vans  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 am
 Board: International

No se porque tanto alboroto, miedo y rencor, si de sobra se sabia que cualquiera que ganara las elecciones va a seguir siendo lo mismo, eso demuestra que la gente sigue siendo manipulable e ingenua o mas bien ignorante, se preocupan mas por los rumores en las redes sociales y medios de entretenimiento

Pienso que es más ignorante quedarse con los brazos cruzados y no intentar tomar parte activa en los procesos políticos del país.
    

Re: "Tiny Buffering" Update [Divinewolf] UPDATE: 18.06.18

 June 23, 2018, 09:16:37 am View in topic context
 Posted by Vans  in "Tiny Buffering" Update [Divinewolf] UPDATE: 27.06.18 (Started by Cruz June 11, 2018, 09:15:46 am
 Board: Your Releases, 1.0+

Hello! I am sorry for being so late to reply, I was a bit swamped with work.

Actually there are two things that might be making that command more difficult to do.

- The first is that in KOF there is plenty of time to perform the joystick movements. For half circle motions this is usually between 21 and 24 frames. This can be measured using an emulator with a step framing function as follows:

Perform the HCB command by doing f (3), df(3), d(3), db(3), b(3), button  The (3) denotes that the direction should be held for 3 frames. If it works, this means that you have at least 18 frames to input a half circle motion. Increase the time spent holding one direction by one frame, and test it by doing:

Code:
f (4), df(3), d(3), db(3), b(3),
f (4), df(4), d(3), db(3), b(3),
f (4), df(4), d(4), db(3), b(3),
f (4), df(4), d(4), db(4), b(3),
f (4), df(4), d(4), db(4), b(4),
f (5), df(4), d(4), db(4), b(4)...

And so on, until the move fails. The last pattern you obtain will let you know how much time the game allows for the player to enter the command and still get the special move.

This is the time you should be using in the "time" parameter when you define them in the .CMD. Remember, changes in this parameter define how long the player has to input the directions on the joystick, so this will have a direct impact on how strict they feel.

- The second and very important thing is that in KOF it is possible to "cheat" diagonals because the official NeoGeo hardware utilized an 8-way joystick. In general most SNK joystick motions will feel "lighter" and easier to perform due to this design difference.

In modern fighting games the diagonals are seldom required to be 100% strict, even in Capcom games. So one possibility would be to redesign the command to be a little more lenient in this direction.

One compromise could be turning the command into a "power geyser" style half circle. That is, something like

Code:
 ~F, DF,$D,B 

This retains the strictness of the first diagonal (which is usually input by the player) but becomes forgiving in the second. Not too strict and not too easy.

I hope this helps.


    

Re: Contributor Suggestion Thread

 June 23, 2018, 08:57:59 am View in topic context
 Posted by Vans  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 am
 Board: Feedback

    

Re: “Useless” constants we could make better use of?

 June 05, 2018, 01:10:40 pm View in topic context
 Posted by Vans  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

SelfAnimExist?

I mean, that's true, but! That would mean the character already has the gethit animation for that throw in their .AIR. Think of it this way, the character that is getting hit is defining which animation they should be using from their own files.

This would mean that all those special gethits would need to already be define in their files and not in the files of the attacker. If this was (for example) a double-sided character, that would mean that the double-sided character has animations for getting hit by all sorts of throws in the .AIR. That's not very optimized. :P
    

Re: “Useless” constants we could make better use of?

 June 05, 2018, 11:11:50 am View in topic context
 Posted by Vans  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

I think if the helper spawns and put's it's own ID as sysvar(3) and you crosscheck that it'd be improbable a dev accidentally set it.

You don't need to do this, the actual number used for the helper can be checked using IsHelper(XXX). The sysvar being used is from the root, also.

This could also be great for characters that have transformations. It could be a way to check for alt animations during custom states so the character doesn’t have to switch back.

That one might be a stretch though.

It's bit tough if the controller used is ChangeAnim2, since we would need the transformed character to already have the animations in their .AIR.
    

Re: Tin Tin and Shinigami-AD released Iori Yagami-AD

 June 04, 2018, 05:47:27 pm View in topic context
 Posted by Vans  in Tin Tin and Shinigami-AD released Iori Yagami-AD (Started by Yagoshi300 May 08, 2018, 02:51:51 pm
 Board: Found Releases 1.0+

    

Re: “Useless” constants we could make better use of?

 June 04, 2018, 07:26:36 am View in topic context
 Posted by Vans  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

So how are we going to know which playerID is what? Some characters spawn with helpers. A copy/paste job may not work with a random helper number because it could be used, right?

http://www.elecbyte.com/mugendocs/cns.html#triggers

Quote
playerID(ID)

n should be a well-formed expression that evaluates to a non- negative integer. The trigger is redirected to the player with unique ID equal to ID. See the "ID" and "PlayerExistID" triggers in the trigger documentation.

http://www.elecbyte.com/mugendocs/trigger.html#id

Quote
Any helper that is created during this time will also receive its own unique ID number. 

The number will be saved to a sysvar, which is always fixed.

Upon entering state 5900 it is enough to ask the helper to report its ID and store it in a sysvar, say, sysvar(3). Once it is saved we can retrieve the number using enemynear(n), sysvar(3).

We could also theoretically detect it by looping once through the whole list of players using a combination of PlayerIDExist and PlayerID(XX), var(YY) = ZZ. Where said variable and number are values properly chosen to identify this specific helper. I fear for this method since I have no idea if it would break if an opponent has too many helpers at once.
    

Re: “Useless” constants we could make better use of?

 June 03, 2018, 05:17:15 pm View in topic context
 Posted by Vans  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

Indeed!

As far as I know sysvar(3) is completely unused by 99% of all (if not every) MUGEN creation out there. Simply because it was undocumented Pre-1.0 and still rarely touched upon,
    

Re: “Useless” constants we could make better use of?

 June 03, 2018, 01:57:46 pm View in topic context
 Posted by Vans  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

    

Re: “Useless” constants we could make better use of?

 June 02, 2018, 11:17:18 pm View in topic context
 Posted by Vans  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

If a standard will be set in place for head.pos and mid.pos, there is really no reason to force any additional calculations. All you need in this case is 12 numbers (for head.pos and mid.pos in the 5000,XX and 5010,XX ranges) which can be optimized to use less than 12 variables if needed.
    

Re: “Useless” constants we could make better use of?

 June 02, 2018, 10:00:28 pm View in topic context
 Posted by Vans  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

You don't need to calculate these numbers for 5001,5002 (etc) because those are already pre-aligned in the proper spot. It is only needed for the 5000,XX and 5010,XX ranges, which are aligned in the SFF on the feet.
    

Re: “Useless” constants we could make better use of?

 June 02, 2018, 11:57:21 am View in topic context
 Posted by Vans  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

On topic, what kind of values are you expecting to store and retrieve using the "constants"? For what purpose? And what advantages does this method bring versus the commonly use of community animations, or projectile/explods ID checks?

Well, the thing is, this is not meant to be a replacement of animations and/or projectile explod checks. Those methods will always be more efficient for detecting true or false statements. A constant would provide meaningful data (position, state number, coordinates, etc).

I can provide a reasonable use: properly defining mid.pos and head.pos. The standard set by Elecbyte ONLY allows for one fixed value of head.pos, which is usually calculated in many different ways depending on the person. Some people calculate this using a stance sprite, while others use sprites 5000,0 or 5010,0. It's a hilarious mess.

Consider Sakura's throw, for example:



Get hits vary so wildly between characters that head.pos is quite frankly not good enough for binding her properly in this throw.

One possibility would be to introduce individual gethit mid.pos and head.pos. For example, we could define head and body positions for the 5000,XX and 5010,XX series of sprites. With this we can avoid the vagueness of the original head.pos constant and actually make neck / body hold throws not look strange in more characters.
    

Re: “Useless” constants we could make better use of?

 June 01, 2018, 07:46:18 am View in topic context
 Posted by Vans  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

Adding to ink's idea, one possibility is to make use of one system variable.

We have 4 integer and 4 float sysvars respectively. To my knowledge only sysvar(0) and sysvar(1) are used at all within common1.cns, and the remaining two are rarely known to exist by most coders.

One possibility is to have the root store the PlayerID of said data helper during boot on state 5900. Once that is done, we can simply read the variables by retrieving the playerID from the opponent. This idea isn't too bad, a community helper would give us access to a whopping 100* standarized variables. The scary part is moderating their use.



I think it'd be pretty cool. I'm not sure how we'd use the double jump one though. Is there a way to read what it's set for in the opponent that I'm forgetting?

Yeah, you can read most of them using const (in this case const(movement.airjump.num)). The one I pitched originally was const(data.KO.echo) (lol).

The reason I pitched it is because it only uses values from 0 to 1, but it still behaves like a full integer constant.

One thing I should point out is that if some standard would be made, it should be used to detect data that can only be useful in numerical form and not boolean form. In the case of boolean form, it is much faster and efficient to detect an animation and not a number.

So just having a whole bunch of variables to indicate "yes or no" conditions would be a waste in this case.

 

One last possibility is using empty Projectiles. Projectiles are always a primitive root-owned object, so they're very fast to detect. Projectiles with no hitdef data are equally as efficient as explods in engine load, but tend to be less limited as they're very rarely used in most cases. Projectiles also let us define "windows", since they can be set to expire over a fixed amount of time.

Chizuru makes use of a dummy projectile to report that her sealing technique hit the opponent.
    

Re: Asymmetry, Transformations and custome changes are possible in MUGEN.

 May 30, 2018, 10:14:29 am View in topic context
 Posted by Vans  in Asymmetry, Transformations and costume changes are possible in MUGEN. (Started by ink November 28, 2017, 04:30:58 pm
 Board: Development

Eh? I remember being able to detect facing in custom states.

While facing can be detected, the problem is that you cannot detect if a sprite was "physically" flipped using .AIR code, I guess.
    

Re: chizuru Kagura

 April 10, 2018, 05:13:16 pm View in topic context
 Posted by Vans  in chizuru Kagura (Started by dampir June 11, 2014, 10:21:46 pm
 Board: Sprite Projects

She got a new intro in KOF98UM. In KOF2003, other than a new intro, all the new animations came from Maki.