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Triple_Factorial

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Messages by Triple_Factorial

    

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

 February 07, 2013, 10:47:25 pm View in topic context
avatar  Posted by Triple_Factorial  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests



Does anybody recognize these lifebars? They seem familiar to me for some reason, but I can't think of what.
    

Re: TES KOMA released by YLYL

 October 07, 2008, 03:50:15 am View in topic context
avatar  Posted by Triple_Factorial  in TES KOMA updated by YLYL on 3-11-08 (Started by Rikimtasu September 29, 2008, 05:28:39 am
 Board: Found Releases

its a cool idea but im searching through the link and the file up1449 seems to be non-existent :/

That's because the uploader removed it for an updated version a couple days ago (10/4 to be exact). up1472 is the one you want.
    

Re: MICROmor Link updated to beta2

 July 15, 2008, 11:25:06 pm View in topic context
avatar  Posted by Triple_Factorial  in MICROmor Link updated to beta2 (Started by MissingNumber July 11, 2008, 04:50:42 am
 Board: Edits & Add-ons


Mike2> Yes, I know Link is supposed to roll when knocked down, but I wasn't talking about that. When Link is  being played by the computer and knocked OUT (runs out of health), sometimes he will roll back and forth automatically. I once tried to fix this problem using Fighter Factory, but had no luck.


Isn't that Ermac Won's MICROmor link that has that problem?
    

Re: FALCON PUNCH my first char Capt. Falcon *beta*

 March 30, 2008, 07:54:26 pm View in topic context
avatar  Posted by Triple_Factorial  in FALCON PUNCH my first char Capt. Falcon *beta* (Started by alexjdj March 30, 2008, 08:36:05 am
 Board: Your Releases, older Mugen

(me 12) I'm at least 90% sure this guy's just screwing with us. I tried inputting the ID like it is in most mediafire DLs (i.e. http://www.mediafire.com/?hdhjhhzhzwz) and I got an "Invalid Quickkey" message.
    

Balance & Bugfix patch for Mike's Yoshi

 March 24, 2008, 11:30:01 pm View in topic context
avatar  Posted by Triple_Factorial  in Balance & Bugfix patch for Mike's Yoshi (Started by Triple_Factorial March 24, 2008, 11:30:01 pm
 Board: Edits & Add-ons

DL Link for patch:
http://www.sendspace.com/file/x4ez5s

I believe Yoshi himself is offline at the moment. If you find a site that has him (besides warehouses), give a link to there.

What this does:

- Adds damage dampening
- Gets rid of a few broken chains (Yoshi & ParaYoshi Charge into themselves and Smash Headbutt to Yoshi Charge)
- Gets rid of this invincibility glitch I found:
Quote
If he uses a Recovery Roll fast enough from a custom state that makes him invincible (Johnny Maximum's heavy Shoulder Tackle, for example) while in it, this invincibility lasts until another HitBy or NotHitBy state controller overrides it (Projectile Counter, Dodges, win/loss poses, and so on).

The patch affects both normal and Metal Yoshi.
    

[AI Patch] Johnny Maximum by Blagga & JudgeSpear

 March 24, 2008, 11:13:03 pm View in topic context
avatar  Posted by Triple_Factorial  in [AI Patch] Johnny Maximum by Blagga & JudgeSpear (Started by Triple_Factorial March 24, 2008, 11:13:03 pm
 Board: Edits & Add-ons

This is most likely the Final version, granted I don't find any major issues with the patch... at least using the AI method I used here.

from my thread at jsmugen.net:

DL Link for Johnny's AI patch:
http://www.sendspace.com/file/fl4qfk

Main additions:

- Mostly fine-tuning
- All-Pro mode has a new trick up its sleeve

Video of the version 0.75 AI in action (the final doesn't act much different):

[flash=425,355]http://www.youtube.com/v/buEj2LvtQII[/flash]

Overall description from the Patch readme:

- J-Max utilizes most of his combo system
- He also likes to mix it up
- The AI doesn't completely override the default AI, so expect there to be times when his AI "spazzes out"
- Three levels of AI, named after Madden series difficulty levels (Level 2, or Pro, is the default)
- Grabs you if you block too much
- (Pro & All-Pro [Hard]) Will intercept certain attacks, even with Supers when on All-Pro.
- (All-Pro) Hails Mary on a helpless, descending opponent if he has enough power

I could definitely use some feedback (or some different coding methods) before I work on my next AI Project, Yoshi by Mike. I'm fairly sure I used a poor method of AI coding, so if you know a way you think is more efficient (besides the Winane AI) I'd greatly appreciate it if you told me about it.
    

action #8055XXX (a.k.a. Standard Detection IIRC)

 September 01, 2007, 12:41:45 pm View in topic context
avatar  Posted by Triple_Factorial  in action #8055XXX (a.k.a. Standard Detection IIRC) (Started by Triple_Factorial September 01, 2007, 12:41:45 pm
 Board: M.U.G.E.N Development Help

Does anyone know what the list of what the numbers put for the last 3 digits indicate for Standard Detection (8055001 means the character's a guy, 8055023 is for monsters, etc)?

I already know/have guesses for these (mostly thanks to NeoKamek's Kamek):

000 & 999 - used to OK Standard Detection
001 - Male
002 (a guess) - Female
017 - I think this is for unknown age (the description NK put was "Who knows just how old Kamek is?")
023 - Monster
030 (another guess) - Red or Unknown-color Blood (IDK which)
040 - No "special armor" (I think this means like Juggernaut's or Master Hand's armor)
047 - No "special blocking" (I'm assuming this is for parries and such)
058 - Spellcaster/Magician
070 - Evil
084 - Genius
100 (another guess) - Tiny
101 - Midget