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Demented Fortune Cookie

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Messages by Demented Fortune Cookie

    

Re: Elphelt "Counter Hit" Voice

 August 18, 2016, 09:33:57 am View in topic context
 Posted by Demented Fortune Cookie  in Elphelt "Counter Hit" Voice (Started by Magical Amber August 18, 2016, 05:56:34 am
 Board: Development Resources

    

Re: Mugen is ignoring a ChangeState!??!

 April 11, 2016, 09:21:55 pm View in topic context
 Posted by Demented Fortune Cookie  in Mugen is ignoring a ChangeState!??! (Started by Odb718 April 10, 2016, 09:36:45 pm
 Board: M.U.G.E.N Development Help

Replace AnimElem=6 with AnimElem=6,>=0 ?
    

Re: palFX assistance

 September 21, 2015, 09:55:31 pm View in topic context
 Posted by Demented Fortune Cookie  in palFX assistance (Started by Flowrellik September 21, 2015, 09:39:32 pm
 Board: M.U.G.E.N Configuration Help

    

Re: Help with displaying numbers in mugen

 June 19, 2015, 02:20:03 pm View in topic context
 Posted by Demented Fortune Cookie  in Help with displaying numbers in mugen (Started by Magical Amber June 19, 2015, 12:28:30 pm
 Board: M.U.G.E.N Development Help

Quote
[State 6015, Explod]
type = Explod
trigger1 = NumExplod(6030) = 0
trigger1 = Time = 0
anim = 6030+Var(1)
ID = 6030
pos = Ifelse(Teamside = 1,90,316),ceil((1.33*gameheight/gamewidth)*239-(20*(var(5))))
postype = left
bindtime = -1
removetime = -1
pausemovetime = -1
supermove = 1
scale = 0.5,0.5
ontop = 1
ownpal = 1

[State 6015, Explod]
type = Explod
trigger1 = NumExplod(6031) = 0
trigger1 = Time = 0
anim = 6030+Var(2)
ID = 6040
pos = Ifelse(Teamside = 1,97,316),ceil((1.33*gameheight/gamewidth)*239-(20*(var(5))))
postype = left
bindtime = -1
removetime = -1
pausemovetime = -1
supermove = 1
scale = 0.5,0.5
ontop = 1
ownpal = 1

[State 6015, Explod]
type = Explod
trigger1 = NumExplod(6032) = 0
trigger1 = Time = 0
anim = 6030+Var(3)
ID = 6050
pos = Ifelse(Teamside = 1,104,316),ceil((1.33*gameheight/gamewidth)*239-(20*(var(5))))
postype = left
bindtime = -1
removetime = -1
pausemovetime = -1
supermove = 1
scale = 0.5,0.5
ontop = 1
ownpal = 1

*triggered*
    

Re: Afterimages pissing you off? Well they're broken.

 June 10, 2015, 06:33:23 am View in topic context
 Posted by Demented Fortune Cookie  in Afterimages pissing you off? Well they're broken. (Started by Vans June 08, 2015, 03:41:26 pm
 Board: Development

It is a nice idea, but red values between 0 and 29 will be clamped to 30.
    

Re: Afterimages pissing you off? Well they're broken.

 June 10, 2015, 05:07:56 am View in topic context
 Posted by Demented Fortune Cookie  in Afterimages pissing you off? Well they're broken. (Started by Vans June 08, 2015, 03:41:26 pm
 Board: Development

So I looked a little bit more into this issue.

It turns out MUGEN, when parsing an AfterImage controller, and after initializing the default parameters for PalBright, actually stores add_r at the wrong address, so it ends up using add_g's address for add_r and add_g :laugh:

Nothing a bit of hex editing can't fix, fortunately.
    

Re: Afterimages pissing you off? Well they're broken.

 June 08, 2015, 07:55:49 pm View in topic context
 Posted by Demented Fortune Cookie  in Afterimages pissing you off? Well they're broken. (Started by Vans June 08, 2015, 03:41:26 pm
 Board: Development

CNS :
Quote
[state ]
type=afterimage
time=-1
length=9
timegap=1
framegap=3
palcolor=256
palinvertall=0
palbright=123,456,789
palcontrast=321,654,987
palpostbright=987,876,765
paladd=0,0,0
palmul=1,1,1
trans=addalpha
alpha=64,256
trigger1=time=1

RAM :


¯\_(ツ)_/¯
    

Re: Kohaku's WIP thread

 May 22, 2015, 03:51:50 pm View in topic context
 Posted by Demented Fortune Cookie  in Kohaku's WIP thread  (Started by Magical Amber January 03, 2011, 03:10:16 am
 Board: Projects

    

Re: Majin Monday Triple Threat! (Babidi, Majin Vegeta + Normal Vegeta updated!!!)

 May 21, 2015, 02:08:46 am View in topic context

I've gotten two more reports about the new Normal_Vegeta's weak > medium punch doesn't combo,
also that when the weak hits, the medium is blockable.
I haven't been able to replicate it myself though, seems to combo just fine for me.

Normal_VegetaZ2.def said:
[Info]
name = "Normal Vegeta Z2"
displayname = "Vegeta Z2"
versiondate = 10,19,2013
mugenversion = 1.0
author = "Balthazar, Cybaster & XGargoyle"
pal.defaults = 1,2,5

¯\_(ツ)_/¯
    

Re: Bloodstained: Ritual of the Night (Iga's CV Kickstarter game)

 May 12, 2015, 03:34:45 pm View in topic context
 Posted by Demented Fortune Cookie  in Bloodstained: Ritual of the Night (Iga's CV Kickstarter game) (Started by DatKofGuy May 05, 2015, 11:48:32 am
 Board: Gaming

Looks nice. I'd back it if they didn't already have a publisher.
    

Re: Ifelse syntax issue

 January 18, 2015, 02:45:57 am View in topic context
 Posted by Demented Fortune Cookie  in Ifelse syntax issue (Started by Bannana January 18, 2015, 01:05:01 am
 Board: M.U.G.E.N Development Help

Okay, that's not quite right. Are you sure your character actually goes into that state, and if so, any debug flood ?
    

Re: Ifelse syntax issue

 January 18, 2015, 02:27:13 am View in topic context
 Posted by Demented Fortune Cookie  in Ifelse syntax issue (Started by Bannana January 18, 2015, 01:05:01 am
 Board: M.U.G.E.N Development Help

Target will only work when your opponent is in a hit state. Use enemy,alive instead.

Or something like that...
    

Re: Sanae, Tenshi, Aya, Marisa, and Utsuho updated 12-25-14.

 December 30, 2014, 01:56:26 am View in topic context
 Posted by Demented Fortune Cookie  in Sanae, Tenshi, Aya, Marisa, and Utsuho updated 12-25-14. (Started by Magical Amber December 26, 2014, 07:51:55 am
 Board: Your Releases, older Mugen

Some projectiles from Gray Thaumaturgy suck the opponent in (e.g. jump behind your opponent > mid-air Gray Thaumaturgy > get punished because of massive frame disadvantage)

And for some reason, only Sanae and her strikers have their updated blurred portraits... maybe because I forgot to send you the other ones. Oops.
    

Re: [FRENCH ONLY] Amis francophones bonjour !

 December 24, 2014, 10:24:13 pm View in topic context
 Posted by Demented Fortune Cookie  in [FRENCH ONLY] Amis francophones bonjour ! (Started by [SX] August 27, 2007, 11:41:58 am
 Board: International

Joyeux Noël. c(´・ω・c`)
    

Re: Kohaku's WIP thread

 December 15, 2014, 12:03:15 am View in topic context
 Posted by Demented Fortune Cookie  in Kohaku's WIP thread  (Started by Magical Amber January 03, 2011, 03:10:16 am
 Board: Projects

I will cut you. °^°
    

Re: Kohaku's WIP thread

 December 14, 2014, 01:18:10 am View in topic context
 Posted by Demented Fortune Cookie  in Kohaku's WIP thread  (Started by Magical Amber January 03, 2011, 03:10:16 am
 Board: Projects

Please don't forget to fix the parry/shield hitboxes this time...
    

Re: Blazblue Chrono Phantasma

 December 14, 2014, 12:44:59 am View in topic context
 Posted by Demented Fortune Cookie  in Blazblue Chrono Phantasma Extend (Started by c001357 August 05, 2012, 11:29:16 am
 Board: Fighting Games

The worst thing about it is that the files are already present in the game, and you just need to rename a couple of folders to switch between English and Japanese voices. @___@
    

Re: Tenshi, Aya, Utsuho, and Marisa updated 7-15-14

 July 22, 2014, 11:50:42 pm View in topic context
 Posted by Demented Fortune Cookie  in Tenshi, Aya, Utsuho, and Marisa updated 7-15-14 (Started by Magical Amber July 16, 2014, 02:54:52 am
 Board: Your Releases, older Mugen

Stuff I've noticed before rage-quitting...

Aya :
-Weak and Medium Conquer Dash are unsafe on hit.
-Breaking News is safe on block.
-I was wondering how you'd fit "Tornado: Guidepost for the Advent of the Divine Grandson" on screen, but you just renamed the super to "Tempest". Lame.
-Swipe looks like it should hit low (and if whatever wiki I've checked is correct, it actually does hit low.)
-For some reason, she's the only one who can switch from crouching to standing during a chain.

Marisa :
-Regains control after Aerial Starburst, mostly noticeable with the Strong version.
-She can have a ground Starburst and aerial Starburst simultaneously on screen (I know this is a Touhou character, but still...)
-Mystical Chain is safe on block.
-Weak and Medium Miasma Sweep are unsafe on hit.

Tenshi :
-Second part of Scarlet Dance will miss if the initial hit expends the last juggle points... or something.

Utsuho :
-Hellfire Ballista is OP, IMHO, FBI, CIA, BBQ. As is it now, it's a bit too easy to just pop it, get close to the opponent and spam low attacks until something hits (if the RNG doesn't hate you.) Maybe you should make it low blockable or something.
-Yatagarasu Dive is safe on block.
-Rocket Dive is unsafe on hit, unless super cancelled.


Lots of nits left unpicked, but sod it. Verdict :
   Graphics : The super portraits are interesting, but too colorful. Check your privileges, you ableist scum, thinking everyone can see colors.
      
   Gameplay : It is awful. I hate it. A pox upon humanity. 8/10
      
    

Re: Dark Souls General: Dark Souls 2 (PC/PS3/360) announced!

 April 25, 2014, 08:46:05 pm View in topic context
 Posted by Demented Fortune Cookie  in Dark Souls General: Dark Souls 2 (PC/PS3/360) announced! (Started by K.O.D April 07, 2012, 02:03:46 pm
 Board: Gaming

It doesn't look much different from the console versions, although I've only seen a couple of videos on YouTube, so I can't really judge. Haven't tried with SweetFX yet because I am lazy.

Performance is pretty good : maxed out, constant 60fps at 900p in windowed mode, CPU usage ~20%, RAM usage ~450 MB ; and I've seen it run maxed out at 720p/60fps on a fairly old laptop running in power saving mode (when DS1 would have trouble maintaining 30 fps, even in high performance mode.)

If you're playing on keyboard/mouse, the game will still show context-sensitive commands with X360 icons. On the other hand, menus fully support the mouse now. You can rebind pretty much everything, but not to the mouse's side buttons, which is kind of a bummer to me.

My only issue with the game (so far) is the way attacks work when using the mouse. In DkS1, you had left-click/right-click for right hand actions 1/2 (usually normal attack and strong attack) and shift/tab on the keyboard for left hand actions 1/2 (usually block and parry).
They've changed it to left-click for left hand actions and right click for right hand actions ; single-click for action 1, double-click for action 2. The problem is that whenever you click to attack, the game waits a split-second for a possible second click (even when you don't have any action bound to double-clicks) before making your character attack... and you have to take that delay into account when you want to perform guard breaks and jumping attacks @___@

Bottom line : buy now if you're using a pad, wait for a sale, a patch, or mods if you're using kb/m. :P
    

Re: Hyper combo finish Problem

 April 16, 2014, 11:26:05 pm View in topic context
 Posted by Demented Fortune Cookie  in Hyper combo finish Problem (Started by -Whiplash- April 16, 2014, 04:22:36 pm
 Board: M.U.G.E.N Development Help

Then you'll have to set a var after the Super KO Explod and PlaySnd blocks.
Code:
[State 3300, Super KO Spark]
type = Explod
trigger1 = winKO
trigger1 = var(59)=0
anim = 8025
bindtime = -1
pos = 0,0
postype = back
sprpriority = -3
supermovetime = -1
ignorehitpause = 1
ownpal = 1
persistent = 0
 
[State 3300, Super KO Sound]
type = PlaySnd
trigger1 = winKO
trigger1 = var(59)=0
value = S69,15
ignorehitpause = 1
persistent = 0

[State 3300, Super KO Switch]
type = VarSet
trigger1 = WinKO
trigger1 = var(59)=0
var(59)=1
ignorehitpause=1


Alternative solution amongst many others : add an everlasting invisible element at the end of your Super KO Spark animation so it doesn't despawn until the next round starts, use that explod as a trigger.
Code:
[State 3300, Super KO Sound]
type = PlaySnd
trigger1 = winKO
trigger1 = NumExplod(8025)=0
value = S69,15
ignorehitpause = 1
persistent = 0

[State 3300, Super KO Spark]
type = Explod
trigger1 = winKO
trigger1 = NumExplod(8025)=0
ID=8025
anim = 8025
bindtime = -1
pos = 0,0
postype = back
sprpriority = -3
supermovetime = -1
ignorehitpause = 1
ownpal = 1
persistent = 0