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Messages by TinFoilMkIV

    

Re: SetVar out of range error

 March 25, 2010, 12:27:10 am View in topic context
 Posted by TinFoilMkIV  in SetVar out of range error (Started by TinFoilMkIV March 19, 2010, 06:32:51 pm
 Board: M.U.G.E.N Development Help

alright, attack state issue fixed. Wasn't sure where the version was set at, then went back and realized I just overlooked it before. So yea, thats all good now.

Meanwhile I've encountered another issue, which may or may not be a real problem, and if it's caused by what I think it is it may not even be fixable really.

anyways, basically getting a warning for an equation dividing by zero. The equation involves dividing the Vel Y by the Vel X, and uses an ifelse to return a seperate equation in the case that Vel X is zero, which would otherwise cause problems due to the aforementioned issue of trying to divide by zero. It seems to me that even thought the division equation is not being used during the instance of Vel X being zero, MUGEN is still calculating the equation (or trying to) and returning an error. So I would imagine that provided my coding is correct it shouldn't be a problem, the only thing that has me concerned is that the error message is constantly shown even in situations where I know that Vel X is not 0. So altho I feel I have a good idea whats going on, I'm not certain about it.

Either way, the code seems to work correctly from what I've seen, but here's the equation that's causing the issue to look over in case I missed something.
Code:
fvar(2) = ifelse(vel x=0,vel y,vel y/abs(vel x))


EDIT: actually unless I'm mistaken I think the division by zero is being triggered during the hitpause (the code is active during an air hitstate) while the character is not moving.
    

Re: SetVar out of range error

 March 24, 2010, 01:30:28 pm View in topic context
 Posted by TinFoilMkIV  in SetVar out of range error (Started by TinFoilMkIV March 19, 2010, 06:32:51 pm
 Board: M.U.G.E.N Development Help

Okay, so after goin back and messing around with the problem areas, I found that you were right about the actual variable being used. Apparently there are only 5 sysvars, from 0-4. Kinda unfortunate cuz I coulda used more, but oh well, not like using some of the standard vars will really hurt as long as I keep it documented so I don't screw it up later on, heh.

Also still kinda unsure about the whole attacking state warning thing, but seems like its not a critical issue, so I won't worry much about it for now.
    

Re: Summoning single helper during intro

 March 24, 2010, 01:24:25 pm View in topic context
 Posted by TinFoilMkIV  in Summoning single helper during intro (Started by Noctis March 24, 2010, 08:09:12 am
 Board: M.U.G.E.N Development Help

I actually tried to do sorta the same thing not too long ago, and yea, skipping any part of the intro seems to erase all helpers. I actually put the helper into the initialize state (the state that happens before the intro), but really that doesn't have much to do with the real problem.

Anyways there's a few ways you could do this. I think ultimately what it comes down to is putting a helper creation command with the trigger being something like this
Code:
trigger1 = numhelper(ID) < 1
*yea I probably coulda used = 0, but I chose to do it this way for whatever reason.*

that will cause the helper to be created only if there are no other instances of the helper with that ID, so once one is created it will not be recreated unless that helper is somehow removed or destroyed.

beyond that I guess what state you put it in and such is up to how you want it to work, although if you want it to be in existence at all times no matter what I'd say to use state -2
    

Re: SetVar out of range error

 March 21, 2010, 04:04:29 pm View in topic context
 Posted by TinFoilMkIV  in SetVar out of range error (Started by TinFoilMkIV March 19, 2010, 06:32:51 pm
 Board: M.U.G.E.N Development Help

yea, I'll have to experiment with that to see.
    

Re: SetVar out of range error

 March 19, 2010, 10:03:53 pm View in topic context
 Posted by TinFoilMkIV  in SetVar out of range error (Started by TinFoilMkIV March 19, 2010, 06:32:51 pm
 Board: M.U.G.E.N Development Help

We'll I would have to assume that SysVar(5) is within the 0-59 range, so unless there are some other limitations of which I don't know, I would say that's no the problem.

And since I did use an old mugen char as a template, it probably is set as the old vers, However I'm not exactly sure where to go to fix that, so any pointers there woud be appreciated as well.
    

SetVar out of range error

 March 19, 2010, 06:32:51 pm View in topic context
 Posted by TinFoilMkIV  in SetVar out of range error (Started by TinFoilMkIV March 19, 2010, 06:32:51 pm
 Board: M.U.G.E.N Development Help

Alright, well I'm having an issue with the error message saying that my SetVar is out of range, and it seems like the SetVar controller is then having no effect. I'd have to guess that it somehow means that although the SetVar is supposed to be active, it is somehow unable to use it, and thus the error. However that's only my guess, as I don't really know exactly what this means, which is making it rather hard to fix, which is why I'm asking about it.

Also does anyone know what the "WARNING: player <name> IN STATE 705:  310:  no" message is all about?

I seem to get that (or similar messages, just with different state numbers) in every attack state I currently have and not really sure how much I should be worrying about it.
    

Additional meters/bars

 March 10, 2010, 06:30:54 pm View in topic context
 Posted by TinFoilMkIV  in Additional meters/bars (Started by TinFoilMkIV March 10, 2010, 06:30:54 pm
 Board: Development

For my current MUGEN project I'm planning on adding a second power type meter (like the special/super meter but different mechanics and different uses and such). I know how to accomplish a fairly basic one on a character by character basis, so thought I'd put this here and see if anyone has any tips for improving it or even a better way to accomplish something like this.

Well the current setup is having a check helper ID in the initialization state, the intro state, and the idle/standing state, and if the helper does not exist, create a new one. The helper itself is what will create and control the meter. The helper will contain an explode ID check (make sure one of each of the graphics making up the meter exist), and a parent var check to see what value the meter is supposed to have, and then a modify explode to alter the x/y scaling (depending on orientation) on the actual bar.

one issue I've encountered with this strategy is that the helpers seem to be erased when skipping the intro animations, which is why I added a check/recreation within the intro state and idle state as well, to hopefully cover for any random helper wipes, while trying to avoid adding the helper creation into state -3 or -2, as it shouldn't be necessary.

So I suppose this can be used as reference for anyone else thinking of attempting this, as well as a discussion to help improve my own understanding and strategies for this.


So some of my own concerns about this. Ideally I'd like it to be visible at all times, not show up/dissapear when the round is starting or ending. Placement isn't too much of a concern as its yet to be decided and can be easily controlled within the helper state. Something I would like to know is if there's a more effective/efficient way to accomplish creating a reliable secondary meter, or even a way to somehow add it into the round state coding or something of the sort for a full game project.
    

Re: Location of Jump command code

 March 05, 2010, 06:26:14 am View in topic context
 Posted by TinFoilMkIV  in Location of Jump command code [solved] (Started by TinFoilMkIV March 05, 2010, 05:58:35 am
 Board: M.U.G.E.N Development Help

yea, thats how I thought it would work. Tony's explanation wasn't very clear to me I suppose. Anyways, I just gotta figure out what to do with state 40&45 now, I don't particularly want up to do much of anything for my purposes, just have to make sure that cutting to those states doesn't mess anything up.

Anyways, thanks, problem more or less solved for the moment.

EDIT: hmm, either the mark as solved function has gone AWOL or its just hiding from me . . .
if any mods see this feel free to mark as solved.
    

Re: Location of Jump command code

 March 05, 2010, 06:11:27 am View in topic context
 Posted by TinFoilMkIV  in Location of Jump command code [solved] (Started by TinFoilMkIV March 05, 2010, 05:58:35 am
 Board: M.U.G.E.N Development Help

I thought that might be the case, well that at least answers my question more or less.

Although what do you mean by creating a state 40 to use instead? Won't it still automatically send it to state 40 whenever up is pressed? I was thinking I would just have to work around state 40, perhaps have state 40 automatically revert back to state 0 or something along those lines.
    

Location of Jump command code [solved]

 March 05, 2010, 05:58:35 am View in topic context
 Posted by TinFoilMkIV  in Location of Jump command code [solved] (Started by TinFoilMkIV March 05, 2010, 05:58:35 am
 Board: M.U.G.E.N Development Help

Well I just recently started a project where I'm planning to do some real modification to the core game system of MUGEN to create a somewhat different playstyle.

Anyways the issue is that I'm trying to wire the 'jump' command to a key instead of the up arrow, but I can't seem to locate where the code for such basic commands like this. I haven't been able to locate it in the command or constant files for the character I'm currently testing with, and it doesn't seem to be located in the common1 file either, since when I remove the common states, although it wont jump (since theres no state telling it what to do when you jump) it still sends the character into State 40 (the jump start state). Again I can't seem to locate the code where this function is set, so if anyone knows either where its located, or a good place to look, I'd appreciate the help.
    

Re: Sprite Preview

 February 10, 2010, 01:08:19 am View in topic context
 Posted by TinFoilMkIV  in Sprite Preview (Started by TinFoilMkIV January 25, 2010, 11:35:47 pm
 Board: Idea Engineering

alright, haven't made huge progress due to having a lot of other things goin on, but I did fix the idle stance.



and another preview with some of the new attack animations
    

Re: Sprite Preview

 January 27, 2010, 05:02:56 pm View in topic context
 Posted by TinFoilMkIV  in Sprite Preview (Started by TinFoilMkIV January 25, 2010, 11:35:47 pm
 Board: Idea Engineering

I'll put that on my To-Do list. I think I want to get farther with everything else before I go back to fix stuff like that, and I hate making idling/small movements, but yea thats a good point. need to put it down so I dont forget to fix it once hes more complete.
    

Re: Sprite Preview

 January 26, 2010, 10:39:32 pm View in topic context
 Posted by TinFoilMkIV  in Sprite Preview (Started by TinFoilMkIV January 25, 2010, 11:35:47 pm
 Board: Idea Engineering

don't have a whole lot yet, but heres pretty much what I have.

Idle stance


a few basic attacks (yes I know I made the idle play way too fast)




just a short explanation, the double swing animation I posted above is the strong punch/spear attacks, the second part only triggers if the first swing hits something, otherwise it just ends there. First swing cannot be canceled into any special attacks, only the second swing, and only if it hits as well (almost always hits if the first one was in range).

Third part of the swing combo is a special combo cancel. Basically its where certain special moves will chain with certain normal attacks to give a different effect/combo. An example is the triple swing in the animation, QCB_p is a full spin swing attack that moves forwards, longer delay and farther motion depending on strength. Combos with the strong punch/spear, all versions are the same when combo-ed, does not move forwards and hits opponent farther away than normal versions.
    

Sprite Preview

 January 25, 2010, 11:35:47 pm View in topic context
 Posted by TinFoilMkIV  in Sprite Preview (Started by TinFoilMkIV January 25, 2010, 11:35:47 pm
 Board: Idea Engineering

Sup, so I'm around again, thought I'd throw out a preview sprite/animation of my current character project

[RTX-VIII] Dragoon (final vers)
remade model cuz my old one had messed up proportions and wasn't that good quality overall

    

Re: Knuckles (original/custom sprites)

 January 04, 2010, 06:23:51 am View in topic context
 Posted by TinFoilMkIV  in Knuckles (original/custom sprites) (Started by TinFoilMkIV January 03, 2010, 10:47:47 pm
 Board: Idea Engineering

yeeeeaaaa... I think its better not to ask what the hell I was on when I made that, the entire idea is pretty bad, lol. I think I'd better just stop this here before I get any more completely horrible ideas, lol.
    

Knuckles (original/custom sprites)

 January 03, 2010, 10:47:47 pm View in topic context
 Posted by TinFoilMkIV  in Knuckles (original/custom sprites) (Started by TinFoilMkIV January 03, 2010, 10:47:47 pm
 Board: Idea Engineering

Well my first idea was to try and make a knuckles char for mugen using the original Sonic 3 sprites, and doing some editing to make attacks and such, but then I decided I'd pretty much just be better off making my own sprites. Mainly due to the fact that he would be too small or just have terrible resolution, and because I would have to make almost all the sprites anyways.

So heres my first concept sprite for him, with the image of the frame I used for reference and to get the colors from.


The idea was to make him more in line with the size of more common fighter/MUGEN characters, altho I'm thinkin I may make him a bit shorter to be closer to the original proportions. Also I think the hands kinda suck, definately need to remake/change those.

And a short GIF I made for fun and testing the idea of using the original sprites for MUGEN


*note: all sprites here were ripped straight from Sonic 3*
**partly because I felt like doing it myself, and I didn't really think about going off to look for spritesheets, heh**
    

Re: spriting test

 December 31, 2009, 01:28:26 am View in topic context
 Posted by TinFoilMkIV  in spriting test (Started by TinFoilMkIV December 28, 2009, 07:21:28 pm
 Board: Idea Engineering

Yea, I feel the same way. I'd really like to have a fourth level of color in there, but I don't want it to get too light since he's supposed to be black.
    

spriting test

 December 28, 2009, 07:21:28 pm View in topic context
 Posted by TinFoilMkIV  in spriting test (Started by TinFoilMkIV December 28, 2009, 07:21:28 pm
 Board: Idea Engineering

Well I'm planning on makin an original fully custom sprited character, and normally there wouldn't really be a problem, I'd just go and do my own thing. However, due to the color limitations in MUGEN, dark greyscales tend to get really ugly when run in game. Like the pure black will stay black, but the next shade up will come out as like dark green, then the next will be dark blue, and it just didn't look that great. So I decided to up the contrast, which is where I'm having issues. I can sprite fine, but with the higher contrast I'm just not getting the shading a way that I'm happy with, and since the primary color I'm workin with is black, its an issue.

So anyways, here's a remade test sprite with the higher contrast grascale. I did two somewhat different shadings on it, and personally I like the second better, but I still think it needs improvement. So if anyone has any tips or such, I'd appreciate it. Of course its fine to just say which one you like better, or even just tell me whether the concept looks decent or not.

*sprites are  2x normal size*

First Attempt:                   Second:
   
    

Re: a TinFoilMkIV original: Dragoon

 December 28, 2009, 03:59:41 pm View in topic context
 Posted by TinFoilMkIV  in a TinFoilMkIV original: Dragoon (Started by TinFoilMkIV December 15, 2009, 07:18:47 pm
 Board: Projects

Well I've been a bit busy lately to get much done, but I have made some upadates.

-added 3 new palettes
-Completed lvl 2 version of barrage hyper, as well as new bullet and gunshot effect sprites
-added dust cloud effect on landing, and
-added directional dust clouds for jumps and some attacks that use the wing thrusters when near the ground
-few new fixed/improved sound effects
-edited AI slightly (mainly to make use of wing cancelling the special jump kick)

To Do:
*strong spear attack out of flip special (only missing attack/animation left)
*redo pal effect/afterimages to match with new palettes
*find decent sound effect for running animation and final shot of lvl2 barrage
*redo AI to make it less retarted

So yea, thats about it for now, also found my link cable for my helmet cam recently, and was messing around to see if I could get any half decent footage out of it since my computer cant record video worth anything. So the color blows, but I did manage to get at least normal framerate, as well as a decent demo of his current AI and playstyle and whatnot. I recorded a VS, because I had to hold the camera myself, I tried to get it with me playing, but it wasn't happening, heh.
http://www.youtube.com/watch?v=wk3D96TgSjI


oh yea, and I manage to break mugen with my initial faulty explosion coding, heh. This is what it looked like when the screen froze up
    

Re: a TinFoilMkIV original: Dragoon

 December 18, 2009, 11:14:06 pm View in topic context
 Posted by TinFoilMkIV  in a TinFoilMkIV original: Dragoon (Started by TinFoilMkIV December 15, 2009, 07:18:47 pm
 Board: Projects

alright got it. Didn't realize that the dist function gave floats.

anyways just need to add some gunshot sparks and then the only thing left is a few missing sounds and I'd say he's more or less done.

and yea I know its not that long for a statedef (theres actually like 6 or 7 different states in that one attack, heh). I meant more for a post length saving deal.