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DestinNotDustin

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Messages by DestinNotDustin

    

Re: Implementing Close Normal attacks

 May 11, 2019, 03:58:45 am View in topic context
avatar  Posted by DestinNotDustin  in Implementing Close Normal attacks (Started by DestinNotDustin May 11, 2019, 02:18:55 am
 Board: M.U.G.E.N Development Help

Read and reread what you said and I believe I'm onto something! Downloaded your Haruhi Suzumiya and peeked at her Normals.cns to get a better understanding on how to implement Close attacks.

200 statedef is St. LP
205, I labeled at St. CLOSE LP

Now my code resembles this;
Spoiler, click to toggle visibilty
Appreciate the help :)
    

Re: Implementing Close Normal attacks

 May 11, 2019, 03:04:09 am View in topic context
avatar  Posted by DestinNotDustin  in Implementing Close Normal attacks (Started by DestinNotDustin May 11, 2019, 02:18:55 am
 Board: M.U.G.E.N Development Help

This is what I have thus far;

[Statedef 200]
type = S
value = cond((p2dist x <= 50),200)                     
movetype= A                     
physics = S                     
juggle = 1                     

I have two Statedef 200s, just one has the 'value' condition. Thank you for your time and continued patience, coding is a struggle for me.       
    

Re: Implementing Close Normal attacks

 May 11, 2019, 02:37:11 am View in topic context
avatar  Posted by DestinNotDustin  in Implementing Close Normal attacks (Started by DestinNotDustin May 11, 2019, 02:18:55 am
 Board: M.U.G.E.N Development Help

I would implement the value in the CMD of Kung Fu Man? Would it resemble something like this?

[Command]
name = "a"
command = a
time = 1
value = cond((p2dist x <= 40),210,220)
    

Implementing Close Normal attacks

 May 11, 2019, 02:18:55 am View in topic context
avatar  Posted by DestinNotDustin  in Implementing Close Normal attacks (Started by DestinNotDustin May 11, 2019, 02:18:55 am
 Board: M.U.G.E.N Development Help

Using base Kung Fu Man as the example. I am having difficulty implementing close range normal attacks where Kung Fu Man performs a unique jab when close to an opponent. What command would I implement in the CMD file to resolve this?
    

Re: KFM slides after knockdown

 May 11, 2019, 02:06:52 am View in topic context
avatar  Posted by DestinNotDustin  in KFM slides after knockdown (Started by DestinNotDustin May 07, 2019, 06:13:41 am
 Board: M.U.G.E.N Development Help

Its the default Kung Fu Man. When he ground bounces, he still slides from whichever direction he was hit. When one removes the groundbounce, he stays in place. Thats what I what while retaining the groundbound minus the slide. If I can capture it in a .gif, I'll upload it here.
    

Re: [Theme Thread] CVS Sprite thread

 May 08, 2019, 02:39:53 am View in topic context
avatar  Posted by DestinNotDustin  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 pm
 Board: Graphics

Kiwi Apple flavor > everything else

I'm loving the first Chun Li for the color palette that you chose
    

KFM slides after knockdown

 May 07, 2019, 06:13:41 am View in topic context
avatar  Posted by DestinNotDustin  in KFM slides after knockdown (Started by DestinNotDustin May 07, 2019, 06:13:41 am
 Board: M.U.G.E.N Development Help

After a knockdown from Kung Fu Palm, Kung Fu Upper, Kung Fu Knee, EX moves and Throw, KFM maintains his horizontal momentum and slides on the ground. Is there a way to change the value at which he travels when knocked down / ground bounced? In the past, I've outright disabled ground bounce, which resolved the issue somewhat, but I'd like to keep that animation without having the character too much slide.

In the Common1.cns file, would I modify State 5050 to resolve this issue?
Spoiler, click to toggle visibilty
    

Re: Super Street Fighter 2 Turbo sprites

 December 28, 2017, 12:24:11 am View in topic context
avatar  Posted by DestinNotDustin  in Super Street Fighter 2 Turbo sprites (Started by DestinNotDustin December 26, 2017, 03:46:56 am
 Board: Development Resources

Thank you 100 Mega Shock!!
    

Super Street Fighter 2 Turbo sprites

 December 26, 2017, 03:46:56 am View in topic context
avatar  Posted by DestinNotDustin  in Super Street Fighter 2 Turbo sprites (Started by DestinNotDustin December 26, 2017, 03:46:56 am
 Board: Development Resources

Checked several sites such as Spriter's Resource and Sprite Database. Although they have Street Fighter 2, they're missing characters the New Challengers(Cammy, T.Hawk, Fei Long, Dee Jay) and several animations for existing characters (ex. Zangief's Green Hand.)

I've also visited JustNoPoint and Infinity Mugen Team with no success. Any other sites y'all would recommend?
    

Re: Remove Aerial Recovery

 February 28, 2017, 02:24:19 am View in topic context
avatar  Posted by DestinNotDustin  in Remove Aerial Recovery (Started by DestinNotDustin February 27, 2017, 01:04:12 am
 Board: M.U.G.E.N Development Help

Change type =ChangeState to type = Part, then change triggerall = CanRecover. Got it.

I appreciate the help.
    

Re: Remove Aerial Recovery

 February 28, 2017, 01:59:53 am View in topic context
avatar  Posted by DestinNotDustin  in Remove Aerial Recovery (Started by DestinNotDustin February 27, 2017, 01:04:12 am
 Board: M.U.G.E.N Development Help

Lets take Kung Fu Throw for example. Would Null in triggerall=  disable air throws?
Quote
[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER
    

Re: Remove Aerial Recovery

 February 28, 2017, 01:08:02 am View in topic context
avatar  Posted by DestinNotDustin  in Remove Aerial Recovery (Started by DestinNotDustin February 27, 2017, 01:04:12 am
 Board: M.U.G.E.N Development Help

I can't verify now, but I'm quite sure both of KFM throw and KungFu Upper puts P2 in a custom state where you'll find almost the same part of code as the one from state 5050 which Nitris mentionned above. ;)
Ahh, go into each move and remove the potential aerial recovery. I'll get started!

Anything in there referencing Ai? Check the Ai commands too might have recover in there or make the hitdef fall.recovery = 0
This command here, would it also apply to the Common1.CNS and KFM. CNS?
    

Re: Remove Aerial Recovery

 February 27, 2017, 01:17:23 am View in topic context
avatar  Posted by DestinNotDustin  in Remove Aerial Recovery (Started by DestinNotDustin February 27, 2017, 01:04:12 am
 Board: M.U.G.E.N Development Help

Removed that block of code, but KFM is still able to aerial recover. This seems to happen during Kung Fu Upper and Throws.
    

Remove Aerial Recovery

 February 27, 2017, 01:04:12 am View in topic context
avatar  Posted by DestinNotDustin  in Remove Aerial Recovery (Started by DestinNotDustin February 27, 2017, 01:04:12 am
 Board: M.U.G.E.N Development Help

Steps taken:
-We'll use KFM as an example. He can aerial recover in a variety of directions (left, right, up, and neutral) from a variety of attacks and special attacks. I want to disable this feature.
I've read several docs and forum posts mentioning State 5040 in Common1.CNS in the Data folder. Could I delete this entire section of code (shown in the spoiler), or is there a value to input to disable it altogether? I prefer disabling if possible.
Spoiler, click to toggle visibilty
    

Re: Remove blue screen delay from Hyper Attacks

 February 21, 2017, 03:33:37 am View in topic context
avatar  Posted by DestinNotDustin  in Remove blue screen delay from Hyper Attacks (Started by DestinNotDustin February 19, 2017, 09:51:27 pm
 Board: M.U.G.E.N Development Help

Appreciate the advice you three have provided and for pointing me in the right direction. And thank you Vgma2 for your patience resolving this issue, the "Null" solution gave me the desired effect!

I always find it best to comment out chunks of code I dont want to use any more while working on the character.
If/When I remember to clean them up before release I can see that the code is grey inside Fighter Factory 3, and I just highlight and delete it.
If I comment it out and I end up needing it later, you can comment it back in fast. You just hit
backspace, down arrow,
backspace, down arrow,
backspace, down arrow,
backspace, down arrow,
and it'll delete the ; from in front of the code.
Me too! Was typing '//' for commenting out segments of code, but ';'is much simpler.
    

Re: Remove blue screen delay from Hyper Attacks

 February 20, 2017, 02:38:44 am View in topic context
avatar  Posted by DestinNotDustin  in Remove blue screen delay from Hyper Attacks (Started by DestinNotDustin February 19, 2017, 09:51:27 pm
 Board: M.U.G.E.N Development Help

Quote
[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 2, 1
pos = 25, -57
anim = 0
sound = 20, 0
poweradd = -1000
This is the code I have, but the SuperPause still persists.
    

Re: Remove blue screen delay from Hyper Attacks

 February 19, 2017, 10:49:48 pm View in topic context
avatar  Posted by DestinNotDustin  in Remove blue screen delay from Hyper Attacks (Started by DestinNotDustin February 19, 2017, 09:51:27 pm
 Board: M.U.G.E.N Development Help

There it is vgma2! I wanted to remove the SuperPause altogether.
For general frame data, I assume Fighter Factory + .AIR file would be best way to go? I prefer editing the files in Notepad instead if possible.
    

Re: Remove blue screen delay from Hyper Attacks

 February 19, 2017, 10:09:33 pm View in topic context
avatar  Posted by DestinNotDustin  in Remove blue screen delay from Hyper Attacks (Started by DestinNotDustin February 19, 2017, 09:51:27 pm
 Board: M.U.G.E.N Development Help

KFM.air in the KFM folder and fightfx.air in Data folder. If its ok with administration, I'll keep the topic open until the issues resolved.
    

Remove blue screen delay from Hyper Attacks

 February 19, 2017, 09:51:27 pm View in topic context
avatar  Posted by DestinNotDustin  in Remove blue screen delay from Hyper Attacks (Started by DestinNotDustin February 19, 2017, 09:51:27 pm
 Board: M.U.G.E.N Development Help

For reference, lets use KFM. I'm attempting to remove the blue screen pause when KFM performs his Hypers, Triple Kung Fu Palm and Smash Kung Fu Upper. The end result should result in Hypers activating instantly. Looked in KFM.CNS in Chars -> KFM folder, and Common1.CNS in Data folder, and searched 'superpause' and 'supermovetime' on the forums, but couldn't find a solution.
    

Re: Removing Double Ground Bounce

 February 14, 2017, 05:54:33 am View in topic context
avatar  Posted by DestinNotDustin  in Removing Double Ground Bounce (Started by DestinNotDustin February 14, 2017, 03:49:10 am
 Board: M.U.G.E.N Development Help

Understood. Thank you DarkWolf13!