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Cyanide

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Messages by Cyanide

    

Re: Reversaldef against own helpers..?

 June 16, 2019, 12:04:03 am View in topic context
 Posted by Cyanide  in Reversaldef against own helpers..? (Started by FobiaZz June 15, 2019, 07:15:46 pm
 Board: M.U.G.E.N Development Help

Reversaldef can sometimes take some hitdef parameters. You could try an affectteam = B on it. Or swap to hitoverride and go through a convoluted path to detect the helper didn't hit the player and needs to turn around.
    

Re: Character not landing....

 June 16, 2019, 12:00:27 am View in topic context
 Posted by Cyanide  in Character not landing.... (Started by tizerist May 27, 2019, 09:49:23 pm
 Board: M.U.G.E.N Development Help

You told mugen to simulate gravity. Can also be done with the gravity sctrl rather than velset. Basically you told it to do what physics A should have been doing. Ummm you have set a y accel value in the constants right?
    

Re: Laser beam question

 June 15, 2019, 11:57:19 pm View in topic context
 Posted by Cyanide  in Laser beam question (Started by eishiba June 15, 2019, 02:04:48 am
 Board: M.U.G.E.N Development Help

Ff has a save all function. You should use that. If you started with the "elecbyte template" please delete the template and never use it again.

For the projectile to hit it needs red clsn boxes. And you need to fill out the attr field.

Attr = S, SP

You should remove the comments on any of the hitdef fields you want to use. Damage Attr and hitflags will be important
    

Re: Tools to develop sprite sheets from animation on computer?

 June 15, 2019, 11:27:34 am View in topic context
 Posted by Cyanide  in Tools to develop sprite sheets from animation on computer? (Started by DNZRX768 May 29, 2019, 02:58:15 pm
 Board: M.U.G.E.N Discussion

Animget had a newish release. Forget what it was called. I still have animget if anyone wants it. I have used it for ripping sometimes as its a pretty quick way to grab everything if you can turn off bg and powerbars.
    

Re: Super Armor Invincibility glitch...

 June 15, 2019, 11:25:15 am View in topic context
 Posted by Cyanide  in Super Armor Invincibility glitch... (Started by Psywriter June 10, 2019, 03:30:31 am
 Board: M.U.G.E.N Development Help

Mugen only recognises 1 cmd file. If you have 2 its only going to see one of them. And if that 1 is one you created incorrectly it won't work.
    

Re: Laser beam question

 June 15, 2019, 11:22:38 am View in topic context
 Posted by Cyanide  in Laser beam question (Started by eishiba June 15, 2019, 02:04:48 am
 Board: M.U.G.E.N Development Help

Projectile is fine. You have projremove = 0. This means never remove the projectile. You also have projremovtime = -1 which means to remain indefinitely. Change them to 1 and the length of the anim for the removal time.

You hve projhits = 1 so it should only hit the once.
    

Re: Super Armor Invincibility glitch...

 June 12, 2019, 11:26:10 am View in topic context
 Posted by Cyanide  in Super Armor Invincibility glitch... (Started by Psywriter June 10, 2019, 03:30:31 am
 Board: M.U.G.E.N Development Help

Thats well off topic but still an issue. Can the file be read in notepad? Most mugen files are just text. If you can't open the file with notepad that dl is busted.
    

Re: Status that prevents opponent from attacking?

 June 12, 2019, 11:23:52 am View in topic context
 Posted by Cyanide  in Status that prevents opponent from attacking? (Started by fles June 11, 2019, 10:21:02 am
 Board: M.U.G.E.N Development Help

I don't know how it will behave with blocking. But just putting them into a custom state and using changestate at the end of it rather than selfstate achieves most of that. Blocking might let them out.

Being hit again does. But you're hitting them so you can send them to a custom state again anywhay and restart the status lock.
    

Re: Is there 100% no way to access enemy custom state animations?

 June 10, 2019, 10:46:41 am View in topic context
 Posted by Cyanide  in Is there 100% no way to access enemy custom state animations? (Started by Bannana June 10, 2019, 08:13:18 am
 Board: M.U.G.E.N Development Help

You can detect that you're in a custom state esily however you have no way of knowing which sprites are in use. A way of doing this was proposed like 10 years ago but nobody took it up (community standards aren't a thing) so you are basically out of luck.

Rather than have it loop an incorrect animation drop it into a hitstate animation instead. Its not "right" but at least it shows what is happening.
    

Re: Super Armor Invincibility glitch...

 June 10, 2019, 06:52:24 am View in topic context
 Posted by Cyanide  in Super Armor Invincibility glitch... (Started by Psywriter June 10, 2019, 03:30:31 am
 Board: M.U.G.E.N Development Help

If every var is in use 0-59 then you have an issue. You might ba able to throw one of them away and use that but you'll need to find one that has no good purpose. Something graphical only. Some people use vars when they're not needed. A simple on off or timer function can be managed with an explod.
    

Re: Character not landing....

 June 10, 2019, 04:56:11 am View in topic context
 Posted by Cyanide  in Character not landing.... (Started by tizerist May 27, 2019, 09:49:23 pm
 Board: M.U.G.E.N Development Help

Physics is A so the character should be dropping down. But you say they aren't. Given that the time in state appears to be over 9000 they also aren't being put into it over and over again.

Is that the only statedef 822 the character has? Sometimes people double up.

Also can we have a full screen shot of the issue rather than just debug?
    

Re: Super Armor Invincibility glitch...

 June 10, 2019, 04:50:32 am View in topic context
 Posted by Cyanide  in Super Armor Invincibility glitch... (Started by Psywriter June 10, 2019, 03:30:31 am
 Board: M.U.G.E.N Development Help

You waited 30 minutes then got angry...

If you aren't sure what you're doing there is a good chance something in the character you're editing gets set by the super armour. And then they go invulnerable. Var 33 might be in use elsewhere. Does the attack even hit? Does it cause fx when it hits maybe its using lifeadd to deal damage.
    

Re: Thoughts on making already existing characters

 June 09, 2019, 10:24:57 am View in topic context
 Posted by Cyanide  in Thoughts on making already existing characters (Started by DeathScythe May 25, 2019, 07:44:54 pm
 Board: M.U.G.E.N Discussion

Yeah. I went looking after as well. However i bet a couple can be done better.
    

Re: Thoughts on making already existing characters

 June 09, 2019, 09:10:16 am View in topic context
 Posted by Cyanide  in Thoughts on making already existing characters (Started by DeathScythe May 25, 2019, 07:44:54 pm
 Board: M.U.G.E.N Discussion

On the other side of things - Are there even any 2D fighting game characters that HAVEN'T been made in Mugen? If there's a thread for this, please let me know, because I'd like to rip and / or make a character that hasn't been done before.
Generally those from terrible DOS games that only Melvana, Kelexo, and a few Japanese creators were interested in.

Oh loads. The fighting game genre is really big. There are plenty that aren't converted or just stopped. I don't think the full cast of daraku tenshi has been done. Rise of the robots. Xenophage. Game ive forgotten the name of but buckus made something from it. Multiple other fighters that exist but ripping is hard and nobody has bothered.

Edit: game i forgot was martial masters. Sprites are rather good but I'm pretty sure there are only a couple of them in mugen.
    

Re: Palettes from a gif?

 June 09, 2019, 09:03:08 am View in topic context
 Posted by Cyanide  in Palettes from a gif? (Started by Aptsidcaple June 09, 2019, 07:23:15 am
 Board: M.U.G.E.N Development Help

Pic 1 is wildly different to pic 2. Even if you stripped the palette from 1 and applied 2s palette you'd get a terrible result. No matter what program you use it needs to know what colour needs to swap and where.

I don't know precisely what you're doing but most people when they make alt palettes simply take a palette and change the colours on it to match those from another picture. Its a bit laborious but its what you do. No image program magically knows to swap out the blue of shirt with the green alternate. Itll just chuck the blue t whatever is closest. You hve to tell it what to do.
    

Re: MegaMan boss help: Super Armor

 June 09, 2019, 06:13:08 am View in topic context
 Posted by Cyanide  in MegaMan boss help: Super Armor (Started by RedDragonCats17 June 08, 2019, 03:11:36 pm
 Board: M.U.G.E.N Development Help

Most super armour works via hitoverride. Assuming you are using that use an attr value on the special hitdefs that triggers a different hitoverride code.

Or make use of the lesser used hitdef values and reference them with gethitvar in the override state itself to send him elsewhere. Iirc fallenvshake and envshake can be set to be unnoticed but still referenced.

Lastly if he's not just tanking everything and you haven't resolved that already its because you are once again not attempting to understand the code you have or why it acts like that.
    

Re: Character don't hitting in these combos

 June 08, 2019, 11:04:27 am View in topic context
 Posted by Cyanide  in Character don't hitting in these combos (Started by ziaker June 03, 2019, 02:33:54 am
 Board: M.U.G.E.N Development Help

Character is using mugens rather weird juggle system. Go to the top of the cns file and increase the juggle points available. I think 20 is default? Increment it to 500 if you don't want it to interfere.

You could also go through stripping them out or use the assertspecial that ignores juggle points. But just making the value really big is a very simple fix.
    

Re: help, extreme difficulty with complex movements, I do not know where to start

 June 08, 2019, 11:01:51 am View in topic context

Thats a lot all at once. But if you go into the code library there is code for "just defence" in there. You want something similar for the parry thing. I think sf3s parry is in there too but that doesn't quite behave on the same logic.
    

Re: Undocumented Sctrls

 May 25, 2019, 09:49:27 am View in topic context
 Posted by Cyanide  in Undocumented Sctrls (Started by Feddi09 May 25, 2019, 12:02:56 am
 Board: M.U.G.E.N Development Help

Projectile was to allow helpers to behave more like projectiles. For eg hitting a projectile helper would never increment the hitcounter or trigger movecontact. I can't remember the other stuff it was meant to handle. Never implemented though.
    

Re: Rock type characters help: Running and shooting animations

 May 22, 2019, 07:48:21 am View in topic context
 Posted by Cyanide  in Rock type characters help: Running and shooting animations (Started by RedDragonCats17 May 21, 2019, 08:29:55 pm
 Board: M.U.G.E.N Development Help

No. You should use the button you press or hold to make him do that. Otherwise hes going to do it when you don't want him to. Please think about the situations not just the sodding outcome its going 5o help you so much.