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ESFAndy011

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Messages by ESFAndy011

    

Re: Trying to mimic cornerpush against a fake corner

 January 26, 2021, 06:33:25 pm View in topic context
 Posted by ESFAndy011  in Trying to mimic cornerpush against a fake corner (Started by ESFAndy011 January 26, 2021, 03:09:32 am
 Board: M.U.G.E.N Development Help

Double redirects would make this easier... although if we position the helper based on a variable in the root and ignore simul its not awful awful. You could place the helper anywhere and use the variable as their position. The players can then use a bit of math based on pos x = enemynear(0),var(1) to detect a pillars position. More to it thatn that but having a common variable and helper id will make things a little simpler.

Thanks for the tip, I'll try to be a bit more practical with variables. But simul is not gonna be a thing in our game, maybe tag. Especially if we finally get to port over to Ikemen GO. So no worries there.

I think this would be the other half of it.
https://mugenguild.com/forum/topics/target-friction-cancel-and-cornerpush--189411.0.html

You could just use that, and trigger it when the helper's distance is in the correct spot. Right?

That still involves cancelling out the default cornerpush values and setting them to 0. Okay, so there is no direct way to call upon the value from the hitdef. A shame, but I can get on it. Most important thing is now I know.

Thank you both!
    

Trying to mimic cornerpush against a fake corner

 January 26, 2021, 03:09:32 am View in topic context
 Posted by ESFAndy011  in Trying to mimic cornerpush against a fake corner (Started by ESFAndy011 January 26, 2021, 03:09:32 am
 Board: M.U.G.E.N Development Help

I know it's puzzling, so I'll leave this so you can see what I mean or why I'd possibly want to do this (go ahead and skip to 0:23):

https://streamable.com/dxe18d

The point is, those columns will be breakable with certain supers. Some day. And yes, it's for a full game, so the sky is the limit.

Right now I got this in Statedef -2, but I know that's not it:

Code:
[State 0, VelAdd]
type = VelAdd
triggerall = statetype != A && movehit = 1 && stateno < 1799
trigger1 = helper(15000),p2bodydist x < 10 && helper(15000), backedgedist > 0
trigger2 = helper(15001),p2bodydist x < 10 && helper(15001), backedgedist > 0
x = -abs(target,gethitvar(xvel))

15000 and 15001 are the column helpers, and stateno 1799 onward is a failsafe for some of the weirder statedefs I gave characters for supers (yes, this excludes supers)

So yeah, is there any real way to call upon the ground.cornerpush.veloff value via gethitvar or anything of the sort? I'd hate to have to grab the values in every move and every character in float variables and then putting it in, but if I know that's what it'll take, so be it I guess.

Thanks in advance!
    

Metal Revolution

 July 06, 2019, 08:52:58 am View in topic context
 Posted by ESFAndy011  in Metal Revolution (Started by ESFAndy011 July 06, 2019, 08:52:58 am
 Board: Fighting Games

    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 June 11, 2019, 08:51:05 pm View in topic context
 Posted by ESFAndy011  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

I'm not sure why you're bringing up his moveset? You would think "soldier-esque" characters would have a fair bit of experience in hand-to-hand combat to begin with. Jill Valentine in MVC? But you're probably right, I forgot about the damn datamine and got carried away, I guess.
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 June 11, 2019, 04:30:37 pm View in topic context
 Posted by ESFAndy011  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

Okay, first off: what is giving people the idea that Doomguy is gonna be in MK11 at all?

https://twitter.com/doom/status/1073596282764226560?lang=en A tease, admittedly, but combined with recent events makes me hopeful, is all. I'm not confirming or leaking anything here, just sharing suspicions.

Second: if he is gonna be in MK11, what exactly is deconfirming him in KP1? We know that KP1 includes Shang Tsung, Nightwolf, Sindel, Spawn and two guests, one of which is hinted to be Ash because of the chainsaw noises, the other one could easily be Doomguy IF the suspicion of him being included has any good reason to exist.

The chainsaw could be Ash or Doomguy. The second guest's theme sounds too much like the Terminator to be something else. The only way for Doomguy to be in it next to Ash is if it turns out there are three guests instead of two. That's how I interpret it, at least.
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 June 11, 2019, 02:11:56 am View in topic context
 Posted by ESFAndy011  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

Okay... after that Bethesda conference (the Doom Eternal bit), I think it's almost safe to say Doom Slayer will be in MK11. Either Ash is out for Kombat Pack 1, or Doomguy is up for KP2. There's just too much teasing involved:

Spoiler: Two things from the Bethesda conference: (click to see content)

And then the chainsaw sound effect from earlier everyone thought was Ash.
    

Re: How do I create an algorithm that recognizes the attributes of an enemy's spawns

 March 08, 2019, 05:34:54 am View in topic context

I am not entirely sure of how functional this would be, but you could perhaps type in enemynear, ishelper and see if it takes you anywhere. Not sure if it would work, though. I haven't used ishelper much, if at all.

If not, the only way I can think of is by registering said values from P2's helpers with ParentVarSet and then reading them from P1 with enemynear,var(x). But of course, this is only viable if you're developing a full game and are in full control of all the characters.
    

Re: Want to hit my own helper, but not affect my team

 March 08, 2019, 12:14:46 am View in topic context
 Posted by ESFAndy011  in Want to hit my own helper, but not affect my team (Started by junkerde March 07, 2019, 10:24:31 pm
 Board: M.U.G.E.N Development Help

Like JNP said, it sounds like you're gonna have to use proximity to emulate a hit between the projectile and the gas cloud.

Since there is no direct way to measure the distance between two helpers, go to your gas cloud and projectile helpers and add ParentVarSet state controllers (different variable from each helper) that will constantly indicate their positions in X (this is assuming you're not using projectiles that can be shot down at an angle, that could get trickier since you'd need two more variables for pos y). The character will also have to have a variable that indicates the distance itself. Once that variable reaches a value that would represent a projectile being at hitting distance from the cloud, then you go to your projectile and make it changestate to its "death" animation. Add a playsnd for the hit and an explod for the hitspark, if any.

I strongly recommend you register the result as an absolute. so from the projectile, it'd be more or less like so:

(This is assuming you're using var(15) for the cloud position, var(16) for the projectile position and var(17) for the distance)

Code:
[State 1000, ChangeState]
type = ChangeState
trigger1 = parent,var(17) <= abs(parent, var(15) - parent, var(16))
value = 1001

Hope we helped!

P.S: Mods, sorry for the double editing, forgot the damn code tags
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 March 06, 2019, 04:04:03 pm View in topic context
 Posted by ESFAndy011  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

Okay... unless what I witnessed was simply "the power of video editing", I could've sworn Kano eyebeam'd a tank. It was an edit. I'm dumb. Ignore me.

Also... Shao Kahn is a part of story mode? While being DLC? SERIOUSLY, NRS?!

Other than that, looks just as interesting as I would've expected. Johnny interacting with Johnny was gold, too.
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 March 04, 2019, 08:11:01 pm View in topic context
 Posted by ESFAndy011  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 March 02, 2019, 01:43:36 am View in topic context
 Posted by ESFAndy011  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

Spoiler: More leaks, three returning characters (click to see content)

I too could only guess Reptile, honestly. I mean the only other thing that reminds me of is Predator, but that would be silly. I gotta say, I was not expecting Shinnok in the roster. I'm just hoping NRS will do right by the characters that looked weak/pointless in past MK games.

In other news:

Spoiler, click to toggle visibilty

On the risk of sounding shallow, thank god for this change!
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 March 01, 2019, 06:00:28 pm View in topic context
 Posted by ESFAndy011  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

A more general view of the roster:
Spoiler, click to toggle visibilty

Also the last guy looks like a redesigning of Kotal Khan, if I were to guess.  Time traveling and all, probably a younger version of him?
If the roster pic I just posted is legit, then that is definitely Kotal Kahn on the right, next to Kung Lao. Also, I'm thinking that's Frost next to Geras. And I just counted... that's 34 slots compared to the 25 or so we were presented with at first! Hot damn!
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 February 16, 2019, 06:53:54 am View in topic context
 Posted by ESFAndy011  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

So apparently TER is referring to Geras.



I suppose his original name was gonna be "Teras" or something. So that leaves us with two unknown characters.
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 February 07, 2019, 02:52:53 am View in topic context
 Posted by ESFAndy011  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

WHOA...!!

    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 February 06, 2019, 06:15:13 am View in topic context
 Posted by ESFAndy011  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

Hmm... yeah, you're probably right, on second thought. Kabal's memory about Sub Zero being a little fuzzy in their intro dialogue is what threw me off. But damn, it would suck if we didn't get a Black Dragon Kabal story bit. I'd love to see that.
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 February 06, 2019, 04:33:52 am View in topic context
 Posted by ESFAndy011  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

I like what I see gameplay-wise, but I hate the outfit on Kabal.  Literally lost the two things that made him standout visually with the burnt skin being completely covered and the patchwork rush-job life support mask looking super low-tech aestheticly just completely Jason X'd out for a sci-fi space marine mask you've seen thousands of times anywhere else.

Oh well.  I guess he now gets the same hair conditioner as Smoke did in MK9, though.

I wasn't a huge fan of his new outfit either, but I saw an alt for Kabal where he has that classic outfit, but without the mask. With the levels of customization you get to put on your variations, there are high odds you'll get the look you're after. I wouldn't worry about that.

I'm guessing the reason he looks like that is because he's the Kabal that was still a member of Black Dragon. His dialogue with Sub Zero told me as much in the Kast event. Back then, he probably used a mask to look cool/menacing and that's it.
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 February 05, 2019, 11:34:00 pm View in topic context
 Posted by ESFAndy011  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

Both his fatal blow and fatality were insane. The character as a whole seemed like a lot of fun to play as. The rest of the stream, though... ennhh...

I will say, I was kinda hoping for something bigger than just one character per kombat kast.
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 February 04, 2019, 05:14:35 pm View in topic context
 Posted by ESFAndy011  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

Spoiler: The possible characters are (click to see content)
I think that, now that Kano has been officially revealed, we should look forward to other characters hinted at in menus.

Just a heads up, that "Smoke" in the menu might very well be some generic ninja. He does, after all, appear in the "Characters" option after you pick "Kustomize". Here's hoping I'm wrong.
    

Re: Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 February 01, 2019, 05:14:25 am View in topic context
 Posted by ESFAndy011  in  Mortal Kombat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

NRS has stated plenty of times before that the players decides who comes back, meaning, the support and being loud about who they want.

I'm hoping this applies to DLC characters as well, because Doom Slayer in MK11 would complete my life.

The roster seems to be pretty tight for PS2 era characters, though.

Honestly, I think focusing mostly on the classic/pre-ps2 cast is the right way to do things. A good chunk of them were either done wrong in MK9, underutilized in MKX, or both.
    

Re: Weapon Holding/Throwing+Return Tutorials

 January 12, 2019, 06:01:12 pm View in topic context
 Posted by ESFAndy011  in Weapon Holding/Throwing+Return Tutorials (Started by All-Star Platinum January 11, 2019, 06:20:43 pm
 Board: M.U.G.E.N Development Help