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Messages by Tekkenthusiast

    

Re: Tailspins like Tekken 7

 June 10, 2017, 07:22:05 pm View in topic context
 Posted by Tekkenthusiast  in Tailspins like Tekken 7 (Started by Tekkenthusiast June 09, 2017, 04:09:12 pm
 Board: M.U.G.E.N Development Help

Doesn't seem like it'd be too hard to do. You could make a second hitdef for specific instances of laying on the ground, or make a custom hitstate.
I'd imagine the custom hitstate would be more reliable.
So you'd want some type of code in your hitdef(s) of any combo that can send P2 into the position. You could use P2Stateno in the hitdef, or targetstate. Targetstate is probably the best bet because you could use a var to keep track of exactly what puts P2 into the situation.

Ok thanks for the Suggestions, I also want tailspins to hit in midair only once , for example while the opponent is in midair a roundhouse from p1 will send P2 to "tailspin" state and if another roundhouse will hit p2 while he's in a "tailspin" state it won't send p2 to tailspin state again :D
    

Tailspins like Tekken 7

 June 09, 2017, 04:09:12 pm View in topic context
 Posted by Tekkenthusiast  in Tailspins like Tekken 7 (Started by Tekkenthusiast June 09, 2017, 04:09:12 pm
 Board: M.U.G.E.N Development Help

are tailspins possible in MUGEN? tailspins are exclusive tekken mechanics that extends combo potential. for those who don't know what tailspin is, watch this https://www.youtube.com/watch?v=rtpthJtkHRs and skip to 0:25. any help would be appreciated :D
    

Re: Get up command

 June 09, 2017, 03:44:41 pm View in topic context
 Posted by Tekkenthusiast  in Get up command (Started by Tekkenthusiast June 04, 2017, 05:56:23 pm
 Board: M.U.G.E.N Development Help

create a changestate to the permanent liedown state in his getup state and add a changestate to 5101 back to state 5111 so he can still get hit and bounce like in tekken.
the changestates to 705 and 710 are example changestates to a roll forward and roll backward state.

note that if this isnt a full game, it could potentially mess with other characters attacks. the best you can do is what i have it as. hyper attacks send them into the regular gethit state and the rest, the bouncing state.

Code:
;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N
sprpriority = 0

[state 5111, 0]
type = changestate
trigger1 = prevstateno = 5111
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 5111

Code:
;---------------------------------------------------------------------------
; HIT_LIEDOWN_PERMANENT
[Statedef 5111]
type    = S
movetype= I
physics = N
sprpriority = 0
ctrl = 0

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA
stateno = 5101
slot = 0
time = -1
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,HA
stateno = 5000
slot = 1
time = -1
ignorehitpause = 1

[state 5111, 0]
type = changestate
trigger1 = command = "back"
value = 710

[state 5111, 0]
type = changestate
trigger1 = command = "fwd"
value = 705

[state 5111, 0]
type = changestate
trigger1 = command = "up"
value = 5120
;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N
sprpriority = 0

[state 5110, 16]
type = changestate
trigger1 = time = 0
value = 5111
ctrl = 0

Works like a beast thanks for the help :)
    

Re: Rage arts like Tekken 7

 June 09, 2017, 03:44:00 pm View in topic context
 Posted by Tekkenthusiast  in Rage arts like Tekken 7 (Started by Tekkenthusiast June 01, 2017, 04:45:20 pm
 Board: M.U.G.E.N Development Help

You gotta update us and let us know if it worked or not. otherwise ima assume you solved it and change your topic. if you still need help after that, chances are you wont get it. no one clicks on solved topics.

Oh I'm sorry :| gotta update you next time :) been busy with school lol hahahaha
    

Re: Raging demon problem

 June 06, 2017, 04:18:37 pm View in topic context
 Posted by Tekkenthusiast  in Raging demon problem (Started by Tekkenthusiast June 05, 2017, 07:23:12 pm
 Board: M.U.G.E.N Development Help

I didn't realize you wanted it to hit airborne opponents too. This seems like a very specific move.

How about using Vel Y? If the opponent is going up (<0) it won't hit them. If they are going down or stationary (>=0) then it'll hit



just like this?

trigger2 = vel y >=0 && vel y < 0
    

Re: Raging demon problem

 June 06, 2017, 04:14:59 pm View in topic context
 Posted by Tekkenthusiast  in Raging demon problem (Started by Tekkenthusiast June 05, 2017, 07:23:12 pm
 Board: M.U.G.E.N Development Help

I didn't realize you wanted it to hit airborne opponents too. This seems like a very specific move.

How about using Vel Y? If the opponent is going up (<0) it won't hit them. If they are going down or stationary (>=0) then it'll hit


Yup haha It's a very specific move xD Btw we can use your suggestion, Remember: the only way to avoid SGS is Jumping just like in Tekken 7 :D
    

Re: Raging demon problem

 June 06, 2017, 02:11:26 pm View in topic context
 Posted by Tekkenthusiast  in Raging demon problem (Started by Tekkenthusiast June 05, 2017, 07:23:12 pm
 Board: M.U.G.E.N Development Help

    

Re: Raging demon problem

 June 06, 2017, 07:05:58 am View in topic context
 Posted by Tekkenthusiast  in Raging demon problem (Started by Tekkenthusiast June 05, 2017, 07:23:12 pm
 Board: M.U.G.E.N Development Help

    

Raging demon problem

 June 05, 2017, 07:23:12 pm View in topic context
 Posted by Tekkenthusiast  in Raging demon problem (Started by Tekkenthusiast June 05, 2017, 07:23:12 pm
 Board: M.U.G.E.N Development Help

Hello! i would like to have raging demon to hit during juggle or while the enemy is in the air, and the only way to evade this is to Jump I tried the

trigger1 = P2StateNo != [40,50]

but still akuma can still perform raging demon even when the opponent is jumping

note: I still want raging demon to hit during juggle the only way to evade it is to jump up, jump forward or jump back
    

Re: Get up command

 June 05, 2017, 11:26:29 am View in topic context
 Posted by Tekkenthusiast  in Get up command (Started by Tekkenthusiast June 04, 2017, 05:56:23 pm
 Board: M.U.G.E.N Development Help

I _think_ that it's because the character is still in a hit state. So the combo isn't over.
But I have a feeling 2OS will stop by and tell us how I'm wrong and what's actually happening. lol

Yep that's what exactly is haha the character is still in a  hitstate that's why the "red part" is still there
    

Re: Get up command

 June 05, 2017, 07:43:26 am View in topic context
 Posted by Tekkenthusiast  in Get up command (Started by Tekkenthusiast June 04, 2017, 05:56:23 pm
 Board: M.U.G.E.N Development Help

If that's a big deal to you, you'll need to make a custom state to go into.
You'll put a changestate into the liedown state. You wont have to change the animation or anything. The custom state will only need another changestate.
I'd suggest not allowing the state to have ctrl=1 in it. Set it to 0 and make the "Up" command work in the CMD to change states. Switch to your get up state, or make your own.

Use debug, ctrl+d to see what state does what if you're not sure.

It's not really a big deal lol hahaha but I would like to make my character a full tekken-like mechanics except for the sidestep of course. if I have a tailspin and bound animations i'll make one too but that's too complicated. next I would like to implement is Frame advantage and certain moves that forces the opponent to go into crouch state while blocking the move
    

Re: Get up command

 June 04, 2017, 06:19:53 pm View in topic context
 Posted by Tekkenthusiast  in Get up command (Started by Tekkenthusiast June 04, 2017, 05:56:23 pm
 Board: M.U.G.E.N Development Help

In the [Data] section of your character, set the liedown.time to -1? If that doesn't work, just maybe set it rally high, like liedown.time = 1000000000, or something.

Hmm I've already tried the -1 but it doesn't work haha I tried like 99999999999999999999999+ but the health bar still has a "red" part in it lol
    

Get up command

 June 04, 2017, 05:56:23 pm View in topic context
 Posted by Tekkenthusiast  in Get up command (Started by Tekkenthusiast June 04, 2017, 05:56:23 pm
 Board: M.U.G.E.N Development Help

I would like my character to have unlimited liedown.time, my character would only get up if i tell him to do so like pressing the up button to stand up, and forward and backward to do roll is there a way to do this? Thanks!
    

Re: Rage arts like Tekken 7

 June 04, 2017, 05:36:37 pm View in topic context
 Posted by Tekkenthusiast  in Rage arts like Tekken 7 (Started by Tekkenthusiast June 01, 2017, 04:45:20 pm
 Board: M.U.G.E.N Development Help

Yes, but only one. Execution controller, for making you unable to make this move again.
That's simple. Just follow these steps:
------------------------
Step 1: Put this in -3. That's for reseting your ability to make this move in new round. Don't forget to put any number instead of X, of course.
[State -3, Var Reset]
type = VarSet
trigger1 = roundstate = 0
var(X) = 0
ignoreHitPause = 1
-----------------------
Step 2: Put this into move's state.
[State Z, Execute once]
type = VarAdd
trigger1 = !time
var(X) = 1
ignoreHitPause = 1
----------------------
Step 3: Just create in move's CMD code a trigger "Var(x)=0". That's all.
----------------------
With life it's even easier: just put in the same code a trigger "Life <= Y". Nessecary HP points instead of Y, of course.

Thanks man! I'll try this code :D
    

Rage arts like Tekken 7

 June 01, 2017, 04:45:20 pm View in topic context
 Posted by Tekkenthusiast  in Rage arts like Tekken 7 (Started by Tekkenthusiast June 01, 2017, 04:45:20 pm
 Board: M.U.G.E.N Development Help

I would like to put akuma a Rage art, a Raging demon obviously. Raging demon would only trigger when akuma has low on health and It can only be used once. I need variables?
    

Re: Increasing air.velocity during juggle

 May 30, 2017, 03:54:41 pm View in topic context
 Posted by Tekkenthusiast  in Increasing air.velocity during juggle (Started by Tekkenthusiast May 26, 2017, 05:45:53 pm
 Board: M.U.G.E.N Development Help

Looks about right. Dont forget to reset it to 0 when the combo's over.
Spoiler: This is what I use in my Ryu (click to see content)

Check to see if your value is being set when and why you want with the display to clipboard

[State -2, Clipboard]
type = DisplayToClipboard
trigger1 = 1
text = "Counter = %d"
params = Var(13)

Also, you're changing the X velocity, the Y is the Up and Down. You can adjust both if you want.

now akuma has tekken-style combos lol thanks for the help :D
    

Re: Tekken 7-esque Akuma

 May 29, 2017, 06:41:41 am View in topic context
 Posted by Tekkenthusiast  in Tekken 7-esque Akuma (Started by Tekkenthusiast May 28, 2017, 05:31:26 pm
 Board: Projects

uhm,SFXT hitsparks are a bit shiny,while your Akuma has pixelated fx(Hadoken) so I don't think it would fit good,I don't have Tekken spark but I have found this,its so good


Looks Effin great, where did you get this mate? Looks exactly like gouki's effect from T7
    

Re: Tekken 7-esque Akuma

 May 28, 2017, 07:34:44 pm View in topic context
 Posted by Tekkenthusiast  in Tekken 7-esque Akuma (Started by Tekkenthusiast May 28, 2017, 05:31:26 pm
 Board: Projects


Did he really? I haven't messed with jin since wow 2013
But I think he had SFxTekken effects and sparks, I'm not 100
On that yall might want to check it out, chuchos Tekken chars
Probably have sparks thou..

I've already Checked chchuryo's sparks from his tekken chars, He has Sfxt Sparks he did a great job on ripping those sparks, but I'm looking for Tekken 7 sparks which is a tough one to make hahaha xD
    

Re: Increasing air.velocity during juggle

 May 28, 2017, 06:39:32 pm View in topic context
 Posted by Tekkenthusiast  in Increasing air.velocity during juggle (Started by Tekkenthusiast May 26, 2017, 05:45:53 pm
 Board: M.U.G.E.N Development Help

Did you look up a combo count system? Like some people use it to adjust a AttackMulSet so combos do less damage.
They usually rely on statedef -2.

i used this in statedef -2
[State -2, Updated Hit Count]
type = VarAdd
trigger1 = !IsHelper
trigger1 = MoveHit = 1
trigger1 = !HitPauseTime
trigger1 = !(HitDefAttr = SCA, AT)
var(13) = 1

and

air.velocity = var(13)*-1.2,-2

something like that? sorry for being a noob xD
    

Re: Tekken 7-esque Akuma

 May 28, 2017, 06:13:51 pm View in topic context
 Posted by Tekkenthusiast  in Tekken 7-esque Akuma (Started by Tekkenthusiast May 28, 2017, 05:31:26 pm
 Board: Projects

The closest u get to tekken hit fx are in jin kazama by byakko. Unless ur looking for tekken 7 in that case they haven't been ripped

Oh thanks for that :) Anything to suggest on my Akuma Tekken 7 WIP? :D