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MDI

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Messages by MDI

    

Re: THE MANDALORIAN.

 November 21, 2020, 07:18:01 am View in topic context
avatar  Posted by MDI  in THE MANDALORIAN. (Started by MAO11 November 24, 2019, 02:04:25 pm
 Board: Entertainment

Cara Dune straight up looking like a CPS3 character this season
    

Re: MARVEL VS CAPCOM 1 - Another heroes project

 July 16, 2019, 12:25:01 pm View in topic context
avatar  Posted by MDI  in MARVEL VS CAPCOM 1 - Another heroes project (Started by Inactive user April 09, 2019, 02:05:16 am
 Board: Projects

I see you're using my Silver Samurai portait! Feel free to use any others I have made in the past.






    

Re: Reggie Skatore

 September 21, 2015, 05:53:01 am View in topic context
avatar  Posted by MDI  in Reggie Skatore (updated, version 2) (Started by MellyInChains September 16, 2015, 11:41:37 pm
 Board: Your Releases, 1.0+

The fact that a large online community is excited over this warped perversion of a childhood friend of mine is just fantastic and amazing.
    

Re: explod/helper detection for charging character

 October 24, 2014, 06:41:48 am View in topic context
avatar  Posted by MDI  in explod/helper detection for charging character (Started by MDI October 22, 2014, 09:13:51 am
 Board: M.U.G.E.N Development Help

    

explod/helper detection for charging character

 October 22, 2014, 09:13:51 am View in topic context
avatar  Posted by MDI  in explod/helper detection for charging character (Started by MDI October 22, 2014, 09:13:51 am
 Board: M.U.G.E.N Development Help

I'm working on a character that has a Mega Man X style charge that includes 3 levels of charge. How I have it is that when the player holds x, it spawns a helper which has the level 1 charge animation. After a few ticks it is destroyed and spawns a new helper which performs the same function with just a different animation. Same for level 3.

Anyway, I want to have the player go into a different state depending on which helper is present. This is what I put for the "level 2" attack in the cmd file.



;2nd charged attack
;—§‚¿Žãƒpƒ“ƒ`
[State -1]
type = ChangeState
value = 20004
trigger1 = command = "releasex"
triggerall = Numhelper(77116) >= 1
triggerall = statetype = s
triggerall = ctrl

Now this is what I have in statedef -3



[State 1000, 2]; CHARGING
type = Helper
triggerall = power >= 148
trigger1 = command = "x"
pos = -3, -27
postype = p1
stateno = 77114
bindtime = -1
id = 7714
keyctrl = 1

This spawns the helper, and here is the full code for the entire charging section

Spoiler, click to toggle visibilty


Now my problem is, if I set keybind = 1, it can properly remove the helper when the player releases x, BUT does not go into the state as defined by the cmd. file.
If keybind = 0, player goes into cmd defined state but the helper does not detect releasex command.
I tried spawning explods within the levels of charge helpers with which the cmd file can detect but it seemed like the same problem.

All I want is to have the player do a certain move when doing a "releasex" command, depending on which helper is present, and I want the helper to be removed once player is in that state.

    

Re: MUGEN Video thread

 August 22, 2014, 04:19:36 am View in topic context
avatar  Posted by MDI  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion


Mudman Vs Billy Kane
    

Re: Reggie Skatore (take two)

 July 01, 2014, 05:52:56 am View in topic context
avatar  Posted by MDI  in Reggie Skatore (effect suggestions welcome) (Started by MellyInChains July 01, 2014, 02:00:39 am
 Board: Projects

No matter how you do this it'll turn out awesome.
    

Re: MUGEN Video thread

 June 29, 2014, 05:02:58 am View in topic context
avatar  Posted by MDI  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion


More Thunder Duelists/Black Jesus
    

Re: MUGEN Video thread

 June 27, 2014, 10:59:38 am View in topic context
avatar  Posted by MDI  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion


For the Thunder Duelist enthusiast
    

Re: P2BodyDist/specific y axis for player 2 trigger?

 June 09, 2014, 11:06:33 am View in topic context
avatar  Posted by MDI  in P2BodyDist/specific y axis for player 2 trigger? (Started by MDI June 09, 2014, 08:07:02 am
 Board: M.U.G.E.N Development Help

I went back and now realize that my frontedge and backedge triggers were pretty useless. How I have it is that the platform has a hitbox which "attacks" the player 1 and forces it into state 0 while on the platform.



Spoiler, click to toggle visibilty

I have "trigger1 = P2BodyDist Y < -12" but time = 0 seems to do the same purpose. All that seems to matter is the hitbox itself. Using a hitdef might be the wrong way to go about this but I have tried target state as well and no success with that.

Could you perhaps take what you described and show me an example in the code? Also, do you think the fact that it is indeed a hitdef might be kinda screwing up my plan here?

Also, video for reference including clsns at 0:30 point.
https://www.youtube.com/watch?v=4cgp8Kfljuw
    

P2BodyDist/specific y axis for player 2 trigger?

 June 09, 2014, 08:07:02 am View in topic context
avatar  Posted by MDI  in P2BodyDist/specific y axis for player 2 trigger? (Started by MDI June 09, 2014, 08:07:02 am
 Board: M.U.G.E.N Development Help

I'm trying to figure out if there is a way to trigger a state based on player 2 being at an exact number in regards to above p1's above axis. This is what I have so far

triggerall = P2BodyDist Y < -8
trigger1 = FrontEdgeDist > 58
trigger1 = BackEdgeDist > 58

Essentially it is a helper that acts as a platform for player 2 to step on. It works perfectly well aside from the fact that since the P2BodyDist trigger serves as letting you have player 2 at LEAST a certain height above player 1, when I'd prefer it to be more specific. My main problem right now is that the player ends up a few pixels before or above the platform's sprite when I want to be exactly on it.

If I could say have P2BodyDist = 9 (pixels above p1, no more no less) then THAT would be good.

Is such a thing possible?


Here is a pic to illustrate my problem
    

Re: Mortal Kombat X (Last update on 02.06.14)

 June 02, 2014, 10:50:27 pm View in topic context
avatar  Posted by MDI  in Mortal Kombat X / XL (Started by "Bad News" Hoffmann June 01, 2014, 08:19:49 pm
 Board: Fighting Games

It makes total sense that they'd use such music in this trailer.

Mortal Kombat has never quite been embraced by the hardcore fighting game community, and seeing as the majority of it consists of people of the more..uhh..urban persuasion, why the fuck not?

Thanks to that track we now have millions of people around the world going YEAH DAWG THATS MY SHIT. MORTAL KOMBAT X FOR EVO BRAH!!
    

RIP Efrem Zimbalist Jr.

 May 03, 2014, 09:30:35 am View in topic context
avatar  Posted by MDI  in RIP Efrem Zimbalist Jr. (Started by MDI May 03, 2014, 09:30:35 am
 Board: All That's Left

    

Re: the fav GIF thread!

 April 10, 2014, 12:14:27 am View in topic context
avatar  Posted by MDI  in the fav GIF thread! (Started by Jessy September 20, 2007, 12:48:25 am
 Board: All That's Left

You guys need some stress relief lol.
    

Re: Games you wish had gotten sequels?

 April 09, 2014, 10:33:04 am View in topic context
avatar  Posted by MDI  in Games you wish had gotten sequels? (Started by DMK February 22, 2013, 12:30:02 pm
 Board: Gaming

    

Re: the fav GIF thread!

 April 09, 2014, 10:20:52 am View in topic context
avatar  Posted by MDI  in the fav GIF thread! (Started by Jessy September 20, 2007, 12:48:25 am
 Board: All That's Left

    

Re: The Ultimate Warrior is dead

 April 09, 2014, 08:34:15 am View in topic context
avatar  Posted by MDI  in The Ultimate Warrior is dead (Started by Roman55 April 09, 2014, 06:06:31 am
 Board: All That's Left

    

Re: The Ultimate Warrior is dead

 April 09, 2014, 08:29:25 am View in topic context
avatar  Posted by MDI  in The Ultimate Warrior is dead (Started by Roman55 April 09, 2014, 06:06:31 am
 Board: All That's Left



Lets take the time to listen to the most badass theme ever. If you have a good sub woofer then more power to you.
    

Re: The Ultimate Warrior is dead

 April 09, 2014, 06:21:17 am View in topic context
avatar  Posted by MDI  in The Ultimate Warrior is dead (Started by Roman55 April 09, 2014, 06:06:31 am
 Board: All That's Left

This is bullshit, what the Hell happened? :(
    

Re: Taskmaster by Rojin70 released (03/03/14)

 April 08, 2014, 09:36:02 am View in topic context
avatar  Posted by MDI  in Taskmaster by Rojin70 released (03/03/14) (Started by Erroratu March 03, 2014, 11:48:15 pm
 Board: Found Releases

Same here