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Cyanide

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Messages by Cyanide

    

Re: Anti-Spam

 November 17, 2019, 09:47:36 am View in topic context
 Posted by Cyanide  in Anti-Spam (Started by Skyro November 16, 2019, 01:20:49 pm
 Board: M.U.G.E.N Development Help

2 options. Variable counter or much simpler. Explod counter.

First time you do the move spawn an explod once you hit

Type = explod
Trigger1 = movehit
Persistent = 0

Make sure it has an invisible animation and set removetime to however long you need the effect. Then on the hitdef you can set the fall parameter

Fall = cond(numexplod(whatever id you used)) 1, 0)

Variable counter works too but you need state -2 and a bunch of sets and resets. Just more complicated.
    

Re: Blob rivals disappear during battle

 November 12, 2019, 10:30:46 am View in topic context
 Posted by Cyanide  in Blob rivals disappear during battle (Started by Shadow_Harlequin November 12, 2019, 08:03:30 am
 Board: M.U.G.E.N Development Help

So it woulx have been nice to tell us when the fault occurs in the vid...

Couple of questions. Can you replicate this manually. As in with you as blob can you do it yourself. Does it only happen to mr frosty or does blob cause the error with everyone. Is the state you posted also the one causing the issue? I can see its a rather poorly coded throw. But nothing says "send your opponent out the bottom of the screen".

If you can replicate it. Find out what conditions cause it and tell us.
If its only mr frosty it might not be a blob thing. Could be shit AI.
If blob can do it to everyone it is a blob thing. But could also be shit ai cancelling out of a throw.
    

Re: How can I get a job at Elecbyte?

 November 12, 2019, 07:27:29 am View in topic context
 Posted by Cyanide  in How can I get a job at Elecbyte? (Started by GeorgeMP November 11, 2019, 08:43:49 pm
 Board: M.U.G.E.N Discussion

Of course if they're truly gone and haven't kept the domain name or even maintained the company registration. Purchase both. Do any work you want. You now work for elecbyte. Its just you but you own it.
    

Re: How to Make Helpers Variable Stay The Same Between Rounds?

 November 11, 2019, 06:44:38 am View in topic context
 Posted by Cyanide  in How to Make Helpers Variable Stay The Same Between Rounds? (Started by MarioManX1983 November 11, 2019, 02:13:53 am
 Board: M.U.G.E.N Development Help

Thats a character only thing. Helpers are destroyed between rounds and have thier own variable stack. However you can pass your variable to the player and reference it in later rounds when yoh spawn the helper again

Type = parentvarset
Trigger1 =
Var(58) = var(58)

Then i n a later round. Varset var(58) = parent, var(58)

You shouldn't have used all 60 yet so that ought to be reasonable. If
    

Re: Character doesn't stop killing himself

 November 10, 2019, 10:03:13 pm View in topic context
 Posted by Cyanide  in Character doesn't stop killing himself (Started by GianDavidsson November 08, 2019, 09:40:40 pm
 Board: M.U.G.E.N Development Help

Ok. It is a joke character then. Thats a really stupid piece of code to put in on purpose.
    

Re: Character doesn't stop killing himself

 November 09, 2019, 08:26:04 pm View in topic context
 Posted by Cyanide  in Character doesn't stop killing himself (Started by GianDavidsson November 08, 2019, 09:40:40 pm
 Board: M.U.G.E.N Development Help

What version of mugen and how long is the name in the def file? 1.0 and long names don't play nice and i don't remember if that got fixed. Your error is bizarre and believe me when the name was long the problems were really weird.
    

Re: How would you go about checking to see if P2 has Life Regen?

 November 05, 2019, 09:06:18 am View in topic context
 Posted by Cyanide  in How would you go about checking to see if P2 has Life Regen? (Started by Mastergeorgeify November 05, 2019, 04:55:29 am
 Board: M.U.G.E.N Development Help

If you have the helper and its looping between states this isnt too bad.

Target, life. Save it to a variable. Wait a tick then check if target, life is greater than the variable. If yes regen is happening. You can do this with enemy or enemynear redirects as well. You can also set things in the negative states and have the helper check them as well.
    

Re: More Mugen throw issues

 November 03, 2019, 11:16:20 am View in topic context
 Posted by Cyanide  in More Mugen throw issues (Started by eishiba November 02, 2019, 06:04:06 pm
 Board: M.U.G.E.N Development Help

Thats mostly because you stuffed your code up. You targetstate to 21. Which is nothing. And you have 2 statedef 780s which won't work.

Change the targetstate to 781 and then label the second statedef as 781 as well. Would also recommend 5050 rather than 5000 for your selfstate
    

Re: How to rip off Banjo-Kazooie's Wonderwing from Smash Bros Ultimate?

 October 28, 2019, 07:28:25 am View in topic context
 Posted by Cyanide  in How to rip off Banjo-Kazooie's Wonderwing from Smash Bros Ultimate? (Started by Mimikyutest77 October 28, 2019, 02:10:44 am
 Board: M.U.G.E.N Development Help

This is also the simplest one. Variables normally reset each round anyway so you can do a basic counter. When the variable is 7 or more you can't do the m9ve any more.

Nice easy start point for vars.
    

Re: Can i add palfx to a explod?

 October 27, 2019, 07:51:04 pm View in topic context
 Posted by Cyanide  in Can i add palfx to a explod? (Started by Shadows_Scare_me October 27, 2019, 05:37:43 pm
 Board: M.U.G.E.N Development Help

Its a parameter of both explod and helper. The docs detail any parameter that exists. If you're not sure please take a look there. Far faster than waiting for an answrr here
    

Re: How Can I Make a Side-Scroller Minigame?

 October 27, 2019, 08:00:45 am View in topic context
 Posted by Cyanide  in How Can I Make a Side-Scroller Minigame? (Started by calebplummer2018 October 27, 2019, 03:20:22 am
 Board: M.U.G.E.N Development Help

Well that at least is simple. Start match. Player is invisible and can't be hit. Spawn a helper on the left. Player is always on the right avoiding p2. At various parentdists the absolute position helper spawna some more fighty helpers. Repeat. Turn off stage autoturn as well.
    

Re: How long does it take you (on average) to make a character?

 October 26, 2019, 11:53:21 pm View in topic context
 Posted by Cyanide  in How long does it take you (on average) to make a character? (Started by Kolossoni October 08, 2019, 10:46:45 am
 Board: M.U.G.E.N Discussion

How good you want it to be plays a part as well. A simple thing where you already know how to do everything and there are no complicated attacks. 24 hours? Maybe a little more. If however you are strapped for time not totally motivated lack or have to source resources etc etc it can take much longer.

Especially if you want it to be good.
    

Re: Animation resets during Hyper Armor!

 October 21, 2019, 06:05:34 am View in topic context
 Posted by Cyanide  in Animation resets during Hyper Armor! (Started by FobiaZz October 14, 2019, 10:15:23 pm
 Board: M.U.G.E.N Development Help

Ah. Yeah there is no good way round that as you can't set yourself to the frame you were on. Only the element. There are a few things you can do but they mostly suck.

One is as you have said which is 1 tick frames for the whole animation. The other would be a timer of sorts for each frame and you force the change each time (this would be so much worse to do) so nothing really works well.

It is mostly apparent when frames last a really long time. 2-5 ticks isn't very noticeable but long windups and cooldowns would get you stunlocked.
    

Re: Animation resets during Hyper Armor!

 October 16, 2019, 11:26:17 am View in topic context
 Posted by Cyanide  in Animation resets during Hyper Armor! (Started by FobiaZz October 14, 2019, 10:15:23 pm
 Board: M.U.G.E.N Development Help

Ugh. I forget what the thing was around time = 0 in the negative states. Like it works. But not for... something. Mighta just been common states it fails on.

Ctrl+d. See if your animation is ever incorrect.

I can't see anything wrong with what you have other than its not how I'd have done it. That should all work so we're missing something.
    

Re: Animation resets during Hyper Armor!

 October 15, 2019, 11:02:41 am View in topic context
 Posted by Cyanide  in Animation resets during Hyper Armor! (Started by FobiaZz October 14, 2019, 10:15:23 pm
 Board: M.U.G.E.N Development Help

Can we see the armour state? And are you totally positive you haven't duplicated this state somewhere?

I am making the assumption your override is in -2.
    

Re: Statedef -2 vs Statedef -3

 October 13, 2019, 11:03:18 am View in topic context
 Posted by Cyanide  in Statedef -2 vs Statedef -3 (Started by DeathScythe October 11, 2019, 12:04:19 am
 Board: M.U.G.E.N Development Help

Thank you for that. I knew there was an extra reason for -1 but couldn't for the life of me remember what it was.
    

Re: Making a move but...

 October 12, 2019, 10:37:56 pm View in topic context
 Posted by Cyanide  in Making a move but... (Started by jeffry0392 October 12, 2019, 06:39:29 pm
 Board: M.U.G.E.N Development Help

Iirc because I'm out of practice but you can set up different effects for air vs ground in the hitdef. Air.fall = 1 should mean they only fall if theyre airborne. Fall = 0 for the ground portion. You can also set up different anim types if memory serves. Check out hitdef in the docs. Should give you all the air vs ground parameters.
    

Re: Statedef -2 vs Statedef -3

 October 11, 2019, 09:50:41 am View in topic context
 Posted by Cyanide  in Statedef -2 vs Statedef -3 (Started by DeathScythe October 11, 2019, 12:04:19 am
 Board: M.U.G.E.N Development Help

This is in the docs but

Statedef -3 read first. Doesn't get read in custom states
Statedef -2 read second on every tick
Statedef -1 read third.
Normal states
Helper states

Note that helpers have no access to state -3 or -2 unless you stupidly use helpertype = player. They only get access to -1 if keyctrl = 1 when helpertype is normal.
    

Re: How to add an hyper from a character and add it to another char?

 October 11, 2019, 09:47:09 am View in topic context
 Posted by Cyanide  in How to add an hyper from a character and add it to another char? (Started by Shadows_Scare_me October 10, 2019, 11:49:26 pm
 Board: M.U.G.E.N Development Help

If you know how to modify it. Yes. You can always copy code but you have to know how to pull all of it over and you can't wipe existing stuff out. If you pull over the explods but theyre in use you hve to change all the numbers round.

No quick method sorry.
    

Re: How to make sound music when a character dies?

 October 10, 2019, 06:41:34 am View in topic context
 Posted by Cyanide  in How to make sound music when a character dies? (Started by Shadows_Scare_me October 09, 2019, 11:21:44 pm
 Board: M.U.G.E.N Development Help

Assertspecial for nobgm

Spawn a helper provided the helper doesn't exist and have it play the music when lose = 1 && root, alive = 0