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Re: Mode Coding

 August 22, 2019, 06:10:01 am View in topic context
 Posted by ink  in Mode Coding (Started by Mark85 August 21, 2019, 09:42:02 pm
 Board: M.U.G.E.N Development Help

at the very bottom of your code.
Code:
[State 190, intro]
type = changestate
trigger1 = time && var(1) != 2
value = ifelse(random < 333, 355, ifelse(random < 500, 352, 353))


If you are changing var(1) to 4, it makes sense for it to goto the states that are repeating. I wonder what's in those states that would make them repeat or if they are repeating from a changestate somewhere else.

    

Re: Monetizing MUGEN

 August 14, 2019, 11:59:19 pm View in topic context
 Posted by ink  in Monetizing MUGEN (Started by GeorgeMP August 14, 2019, 09:36:15 pm
 Board: M.U.G.E.N Discussion

People have made money indirectly, that’s about it. Making a commercial game is possible with mugen but it’s never been successfully done to my knowledge.

http://mugenguild.com/forum/msg.2196446

    

Re: [Theme Thread] CVS Sprite thread

 August 13, 2019, 11:41:29 pm View in topic context
 Posted by ink  in [Theme Thread] CVS Sprite thread (Started by Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

Sabockee, these CvS sprites look awesome! Amazing work
    

1 frame delay study & Modifying Vans' Tiny Buffer to have no delay.

 August 13, 2019, 02:53:08 pm View in topic context
 Posted by ink  in 1 frame delay study & Modifying Vans' Tiny Buffer to have no delay.  (Started by ink August 13, 2019, 02:53:08 pm
 Board: Code Library

First the study
M.U.G.E.N 1.0+ only
I did a big study on the cond() exploit, helpers and the 1 tick delay. There are a good amount of limitations in general worth noting.

These two pieces of code where put in the root(statedef -1) and a helper that had keyctrl =1. When "start" is pressed, mugen pauses and the results can be viewed with debug.
Code:
;Statedef -1
[state -1]
type = null
trigger1= command = "start"
trigger1 = Cond(NumHelper(33333333), Helper(33333333), Cond(1, Var(8) := 1, 0), 0)

[state -1]
type = null
trigger1= command = "start"
trigger1 = Cond(NumHelper(33333333), Helper(33333333), Cond(1, Var(12) := 1, 0), 0)

[state -1]
type = DisplayToClipboard
trigger1 = 1
text = " H-Var(8) = %d, H-Var(9) = %d, H-Var(10) = %d, H-Var(11) = %d, H-Var(12) = %d  \n"
params = helper(33333333),var(8) ,    helper(33333333),var(9) ,    helper(33333333),var(10),    helper(33333333),var(11),    helper(33333333),var(12)

[state -1]
type = pause
;trigger1 = command = "start"
trigger1 = helper(33333333),var(8) = 1
time = 100

Code:
;Helper(33333333)
[state test]
type = null
trigger1 = var(8) = 1 ;acts as "start", set in root.
trigger1 = var(9):= 1

[state test]
type = null
trigger1 = command = "start"
trigger1 = var(10):= 1

[state test]
type = null
trigger1 = root, command = "start"
trigger1 = var(11):= 1

;var(12) is set in the root and also read in the root.

What this code proves:
  • You can set a var in a helper from the root and read it from the root with no lag. We already knew that one. ref var(8) and var(12)
  • If a cond() exploit is used in the root to set a var in a helper, and that var is then used to set a second var in the helper, the root will NOT read the second helper var until 1 tick later. ref var(9)
  • If keyctrl =1 for the helper and a command sets a helper var, the root will NOT read the var until 1 tick later. ref var(10)
  • If redirect root, command is used in a helper to set a helper var, it will have the same results as keyctrl above. The root will NOT read the var until 1 tick later. ref var(11)


Modifying Vans' Tiny Buffer to have no delay.
M.U.G.E.N 1.0+ only
I recommend doing Vans' Tiny Buffer as you normally would and use this information to convert it afterwards(if the 1frame delay bothers you). This is to avoid a 1 frame delay. psuedocode below should help you get an understanding of how this works.
Quote
Psuedocode
-----------------
-have a helper with keyctrl = 1 ; It's best to use the same helper that is used for the buffer system
-in root(statedef -2) use helper(##),command = " " for triggers; this is because the root can read helper,commands with 0 lag.
-set var() in helper using cond exploit from the root(statedef -2). This allows you to set vars and read them immediately with 0 lag.
-have root(statedef -1) read helper,var() in place of commands. ; this should already be set up from using Vans' Tiny Buffer.

The idea here is to use the helper to store the vars, while executing the code and reading the helper vars from the root.

To convert Vans' Tiny Buffer all varset and varadd sctrls must be moved to statedef -2 and rewritten in the form of a null sctrl using the cond() exploit. Note,sysvars can not be set using cond()exploit, if sysvars are used they can remain in the helper. *It’s wise to note what code is from Vans’ buffer system to avoid confusion in the future. I personally copy an paste his whole header and notes.

Example:
Code:
[State 654654, VarSet]
type = VarSet
trigger1 = root,movehit = 2
trigger2 = root,hitpausetime = 0
fvar(11) = 0
Once converted the code above becomes this.
Code:
[State -2, VarSet]
type = Null
trigger1 = movehit = 2
trigger1 = Cond(NumHelper(10371), Helper(10371), Cond(1, FVar(11) := 0, 0), 0) || 1
trigger2 = hitpausetime = 0
trigger2 = Cond(NumHelper(10371), Helper(10371), Cond(1, FVar(11) := 0, 0), 0) || 1
    

Re: Are you active in other forums outside of MugenGuild?

 August 11, 2019, 04:45:18 pm View in topic context
 Posted by ink  in Are you active in other forums outside of MugenGuild? (Started by Kolossoni August 11, 2019, 01:03:39 pm
 Board: M.U.G.E.N Discussion

I mostly stay here now. It’s more active and has a ton of content in the sections I check. The help/code section is especially useful.

Besides here, I spend a good bit of time on mugen Discords.
    

Re: Concept/study. Get more out of vars.

 August 03, 2019, 07:49:13 pm View in topic context
 Posted by ink  in Concept/study. Get more out of vars. (Started by ink June 12, 2019, 05:16:19 am
 Board: Code Library

Updated with a second example. The second example reduces the amount of vars used with explanation.
    

Re: Does this thing exist?/who is the author?/etc. thread.

 July 31, 2019, 02:40:30 am View in topic context
 Posted by ink  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Do either of these bonus games from Street Fighter III: 3rd Strike exist in Mugen?

    

Re: Odd Mugenversion Error

 July 28, 2019, 02:37:54 am View in topic context
 Posted by ink  in Odd Mugenversion Error (Started by ShinySpiritSeer July 27, 2019, 12:08:45 am
 Board: M.U.G.E.N Development Help

If that’s the case, wouldn’t renaming [state -1,] to something like [state n] fix this error?
    

Re: Odd Mugenversion Error

 July 27, 2019, 12:58:05 am View in topic context
 Posted by ink  in Odd Mugenversion Error (Started by ShinySpiritSeer July 27, 2019, 12:08:45 am
 Board: M.U.G.E.N Development Help

That is weird. Maybe you could try taking the “,” out of [state -1, ] . Sounds silly though.

This is a ff3 error so maybe it’s specific about that, where mugen is not.
    

Re: HD kenshiro

 July 25, 2019, 07:50:47 pm View in topic context
 Posted by ink  in HD GG Xrd ish (Started by _Kronos_ July 21, 2019, 07:23:48 am
 Board: Graphics

Kronos back in action! These look awesome.
    

Re: Lifeadd and Hitstun issues

 July 25, 2019, 06:33:00 pm View in topic context
 Posted by ink  in Lifeadd and Hitstun issues (Started by Nep Heart July 01, 2019, 09:34:20 am
 Board: M.U.G.E.N Development Help

2OS and I were talking about this in mugen.net discorder not too long ago, after I was trying to help someone else with the same issue. It is a huge bummer.

If I remember correctly, he found that this does not happen in Training mode. Which is interesting.

Actually, these last two posts sum it all up. http://mugenguild.com/forum/msg.2437356

I’m gonna try some ideas for this later, seems pretty hopeless though. I do believe there could be a fix for this in a full game or with matches between your characters only, by writing the hitdef damage to a var that can be checked by the enemy. It would be a pain, since you would need to do that for every hitdef. Kind of curious if there would be enough time to use that code before dead.
    

Re: Helper Isn't helpering

 June 24, 2019, 03:18:02 am View in topic context
 Posted by ink  in Helper Isn't helpering (Started by Javier June 24, 2019, 02:24:51 am
 Board: M.U.G.E.N Development Help

It probably is triggering at the start of the round, probably roundstate 1.

I’d recommend removing Trigger1 = gametime = 160. Gametime is the time the game has been running so 160 just comes up once.
    

Re: Reversaldef against own helpers..?

 June 17, 2019, 01:09:16 am View in topic context
 Posted by ink  in Reversaldef against own helpers..? (Started by FobiaZz June 15, 2019, 07:15:46 pm
 Board: M.U.G.E.N Development Help

I don’t think you can reversal your own helper. You can have that helper go into another state that turns it and sends it back once it makes contact though. Giving the same appearance as a reversal.
    

Re: Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!)

 June 16, 2019, 11:47:02 pm View in topic context
 Posted by ink  in Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!) (Started by Mr. Ansatsuken February 08, 2019, 05:30:28 am
 Board: Projects

Why wait? If he says yes or no your still going to release her. You have no respect. Lol
    

Re: Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!)

 June 16, 2019, 11:02:54 pm View in topic context
 Posted by ink  in Mr. Ansatsuken's WIP Thread! (Current project: BROLY! & Chi-Chi?!) (Started by Mr. Ansatsuken February 08, 2019, 05:30:28 am
 Board: Projects

I think it’s pretty disrespectful. You’re asking if you can do something, knowing you will release it either way. That’s a dick move plan and simple.

Maybe I’m old school but I respect creators wishes.
    

Re: Replicating PotS Hyper Portrait Glare effect in GIMP.

 June 12, 2019, 04:29:53 pm View in topic context
 Posted by ink  in Replicating PotS Hyper Portrait Glare effect in GIMP. (Started by RagingRowen June 08, 2019, 10:17:43 pm
 Board: Graphics

Unfortunately, I don’t use gimp. To me the filter that yours is missing is photoshop’s radial blur>zoom. That’s the filter that gives the images those streaky action lines.
    

Concept/study. Get more out of vars.

 June 12, 2019, 05:16:19 am View in topic context
 Posted by ink  in Concept/study. Get more out of vars. (Started by ink June 12, 2019, 05:16:19 am
 Board: Code Library

Like the title suggests, the goal for this piece of code was to save vars usage. Here I've put together the base for a buffer system, it uses 2 or 3 vars to buffer 12 basic button/direction inputs, depending if it’s example 1 or 2. I can't think of too many uses for this but I'm posting it so it's available to anyone looking to get more out of vars. Be sure to check the "Notes" section and here's a clip of DisplayToClipboard in action. https://i.imgur.com/hRA0vLZ.mp4

Also, since you're here to get more out of vars, you may want to check out http://mugenguild.com/forum/msg.1482141 too.

Thanks to JustNoPoint and Jesuszilla for answering any questions I had about buffer systems.

Example 1, This is a helper that uses keyctrl.
This code allows for 'Buff.time' < 22 to store 4 buttons in 1 var. This example shows all basic button presses.
Spoiler, click to toggle visibilty

Example 2, This is a helper that uses keyctrl.
This code allows for 'Buff.time' < 10 to store 8 buttons in 1 var. This example shows all the directional button presses.
Spoiler, click to toggle visibilty

    

Re: Replicating PotS Hyper Portrait Glare effect in GIMP.

 June 09, 2019, 04:21:32 am View in topic context
 Posted by ink  in Replicating PotS Hyper Portrait Glare effect in GIMP. (Started by RagingRowen June 08, 2019, 10:17:43 pm
 Board: Graphics

    

Re: How do I "Anchor" a helper to the opponent?

 May 27, 2019, 09:21:12 pm View in topic context
 Posted by ink  in How do I "Anchor" a helper to the opponent? (Started by MarioManX1983 May 27, 2019, 05:29:06 pm
 Board: M.U.G.E.N Development Help

Since you are already using p2movetype != H in the destory state, you can use this posset instead of BindToTarget.

Code:
[State 3006, BindToEnemy]
type = posset
trigger1 = 1
x = enemy, pos x
y = enemy, pos y
ignorehitpause = 1

BindToTarget would work fine if the helper was the one hitting p2 because that would make the helper's target p2. I'm guessing that the root is hitting p2 though so that makes the root's target p2, not the helpers.


The only problem you will run into using that posset and the destory trigger is during Simul Mode. For example if you hit P4, that helper might bind to p2... or because of the destroyself trigger it could be destroyed right away since p2’s movetype wouldn’t = h.

To avoid that you can have the root store the target's player ID in a variable, then pass it to a var in the helper. That way even if the root’s target changes, the helper will stay bound to the correct target. That posset would look something like this.

Code:
[State , Save Root, Target, Id]
Type = null
Trigger1 = !time
Trigger1 = var(0) := Root,var(0)
ignorehitpause = 1

[State 3006, BindToRootsTarget]
type = posset
trigger1 = playeridexist(var(0))
x = playerid(var(0)), pos x
y = playerid(var(0)), pos y
ignorehitpause = 1


Or if this is meant for mugen 1.0+ and you want to get a little crazy and not use a root var, you could use this Cond() exploit

Code:
[State , Save Root, Target, Id]
Type = null
Trigger1 = !time
Trigger1 = var(0) := Root, Cond(NumTarget, Target, Cond(1, ID, 0), 0)
ignorehitpause = 1

[State 3006, BindToRootsTarget]
type = posset
trigger1 = playeridexist(var(0))
x = playerid(var(0)), pos x
y = playerid(var(0)), pos y
ignorehitpause = 1



    

Re: Undocumented Sctrls

 May 25, 2019, 03:42:11 am View in topic context
 Posted by ink  in Undocumented Sctrls (Started by Feddi09 May 25, 2019, 12:02:56 am
 Board: M.U.G.E.N Development Help