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Vans

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Messages by Vans

    

Re: Need mugn developer

 November 12, 2014, 12:57:01 am View in topic context
 Posted by Vans  in Need mugn developer (Started by zangafa November 10, 2014, 09:42:47 pm
 Board: Requests

may you send to me your email ? or skype

He was just tagging me so I could see this thread lol. If you're looking for super accurate KOF mugen characters maybe Vans could help with that. What are you looking for exactly?

Ia m suggesting rednavi, @vans: could also work, tho I know erdnavi is mroe eager to take on comissions for his hat addiction.

I don't even play TF2 anymore >:(

This is Vans. Feel free to contact me through PM or the e-mail in my works.
    

Re: If I posted here, my soul belongs to Vans

 November 10, 2014, 08:15:19 am View in topic context
 Posted by Vans  in If I posted here, my soul belongs to Vans (Started by Vans July 21, 2014, 07:20:21 am
 Board: Projects

    

Re: Worst habits a MUGEN user can have?

 November 10, 2014, 07:14:28 am View in topic context
 Posted by Vans  in Worst habits a MUGEN user can have? (Started by JustAGuy92 June 28, 2014, 05:02:14 pm
 Board: M.U.G.E.N Discussion

- *And the one that I REALLY wanted to rant about* - People telling you to play at slower speeds in order to avoid faults in their chars. My default is Fast 7. If I didn't know how to modify characters I'd be screwed. I'm releasing CMD patches that fix this stuff for Keyboarders and Fast players because it is seriously irritating

What kind of bugs are we speaking of?
    

Re: Change constant values of character in game?

 November 10, 2014, 05:19:12 am View in topic context
 Posted by Vans  in Change constant values of character in game? (Started by Sheng Long November 10, 2014, 01:15:19 am
 Board: M.U.G.E.N Development Help

I see, I was thinking that maybe you wanted to program a bonus game and force gravity values to other characters.

If all you want is to be able to change gravity on your own character then just program it manually with yaccels, the rule of thumb is that air code that relies too heavily on gravity controllers or physics = A is not a good idea when making conversions. More over, using an automated solution like the one you posted can cause problems and greatly restricts your options in terms of coding movement.

Consider a physics = N solution and try to study the game behavior a little bit more, you could kill two birds with one stone by implementing more accurate aerial movement.
    

Re: Change constant values of character in game?

 November 10, 2014, 03:28:30 am View in topic context
 Posted by Vans  in Change constant values of character in game? (Started by Sheng Long November 10, 2014, 01:15:19 am
 Board: M.U.G.E.N Development Help

Why?
    

Re: In-game Transformations into Other Characters

 November 10, 2014, 03:23:59 am View in topic context
 Posted by Vans  in In-game Transformations into Other Characters (Started by SSJKJ October 26, 2014, 03:11:40 am
 Board: Development

He did miss the point, actually.

The proposed solution is hardcoding sprite calls as individual animations and calling them using ChangeAnim2. This would require programming special throw animations frame-by-frame and manually animating them using time triggers.

Changing the required animations in non-custom states has never been a problem and is trivial.

In a way this is making up for what a "ChangeSpr" controller would do.
    

Re: Reversed inputs upon landing

 October 23, 2014, 01:09:50 am View in topic context
 Posted by Vans  in Reversed inputs upon landing (Started by Mr. I October 22, 2014, 11:52:44 am
 Board: Development

Upon landing commands work as if you had never turned around to face P2, ever.

This window is so big that it makes basic stuff like running/hopping work backwards.
    

Re: Reversed inputs upon landing

 October 23, 2014, 01:01:09 am View in topic context
 Posted by Vans  in Reversed inputs upon landing (Started by Mr. I October 22, 2014, 11:52:44 am
 Board: Development

Because that's precisely what doesn't happen.

Upon landing MUGEN resets all command detection back, it's even worse for charge commands.

Suppose you're P1, jumping over P2 on the left side. If you attempt to do a landing sonic boom by holding right, landing and then pressing left and punch, it will not work. MUGEN reads that input as having buffered (charged) forward, back and then punch.

Actually the MUGEN charge bug would make this work. Let me mention a different scenario: P1 jumping over P2 on the left side, if you start buffering moves that end in a forward direction and finish with the forward direction (which would be left on your joystick) MUGEN will still detect it as a backwards motion.

MUGEN doesn't adjust its command detection in a turning transition.

Edit: Actually, let me rephrase that because I just had an epiphany.

MUGEN has a bug with charge commands, it doesn't matter which direction you're holding it will charge buffer your command anyways. It might have been a hotfix to prevent charged commands from failing during a crossup.
    

Re: Reversed inputs upon landing

 October 22, 2014, 11:38:49 pm View in topic context
 Posted by Vans  in Reversed inputs upon landing (Started by Mr. I October 22, 2014, 11:52:44 am
 Board: Development

Quite frankly, this code actually DOES solve both of the problems as being in a helper, it will bypass being buffered by pauses (hitpause, superpause, pause) and the reverse commands work perfectly. But it comes with one fatal flaw... There is a one frame delay that occurs when the motion is inputted. Theoretically, though I may be wrong, I believe this is because MUGEN processes states in the order -3, -2, -1 then other states. Since the helper is definitely not in state -1, it takes one extra frame for the QCF and LP variables to be initialized and therefore the changestate in -1 will occur 1 frame after the variables and the condition is met. In addition, helpers do NOT get access to -2 and -3.

Rather than a fatal flaw I think of it as a compromise.

Certain games already had some detection delays in their input systems or outright discard 1-frame button/direction detection. You could also technically argue that between ports, versions and hardware all versions of a game have different input delays, it's just something we have to deal with.

Following that thought, having every single command with a fixed delay of 1-frame is far from being the worst possible scenario. Input tricks and retained muscle memory still work, you just have to adjust your timing by 1-frame, which we already do all the time.
    

Re: The amount of math you should know to create for mugen

 October 18, 2014, 07:31:51 am View in topic context
 Posted by Vans  in The amount of math you should know to create for mugen (Started by Speedy9199 October 16, 2014, 06:02:47 pm
 Board: M.U.G.E.N Discussion

    

Re: The amount of math you should know to create for mugen

 October 17, 2014, 06:27:59 am View in topic context
 Posted by Vans  in The amount of math you should know to create for mugen (Started by Speedy9199 October 16, 2014, 06:02:47 pm
 Board: M.U.G.E.N Discussion

For having a good time, Algebra to beginner's college Algebra.

More advanced system/movement coding is better done and understood if the coder has knowledge of Calculus I/II/III and more specialized Sets/Logic subjects (mostly for recursion).

Anyone with very good knowledge of vector Calculus can code any type of movement efficiently.
    

Xiangfei (KOF2002UM) [BETA]

 October 15, 2014, 06:04:18 am View in topic context
 Posted by Vans  in Xiangfei (KOF2002UM) [BETA] (Started by Vans October 15, 2014, 06:04:18 am
 Board: Your Releases, Mugen 1.0 +



I'm releasing a BETA version of Xiangfei.

A log what is and what isn't done:

- Movelist, movement and KOF2002UM behavior 100% complete.
- Includes (a basic) AI.
- Implementation of the scramble mode is experimental, incomplete and disabled by default.
- Some animations and/or edits are still missing.
- Compatibility with Hon-Fu by TORA is still missing.

I will not provide any further details as to the use, behavior and/or operation of the scramble mode until it is complete and do not make myself responsible if the user chooses to enable it.

Enjoy!

TrinityMUGEN -> Downloads -> Vans
    

Re: KOF Alex [SF3] by Thedge

 October 12, 2014, 07:05:13 am View in topic context
 Posted by Vans  in KOF Alex [SF3] by Thedge - Palette Template UPDATED 11/03! (Started by Bastard Walt October 08, 2014, 11:25:41 pm
 Board: Projects

TEAM THEDGE, WHO HAS ALSO PREVIOUSLY BROUGHT TO YOU KOF SEAN [SF3] IS READY TO ROCK YOUR SOCKS. WE HAVE PLENTY OF SPRITES AND WORKING MATERIALS IN OUR VAULTS THAT WILL REVOLUTIONIZE THE WIP INDUSTRY IN THE DAYS TO COME.

TEAM THEDGE IS COMPOSED OF VERY TALENTED INDIVIDUALS, HERE'S A QUICK RUNDOWN:
- CREATIVE DIRECTOR - THEDGE
- MAIN GRAPHIC ARTIST - THEDGE
- ART DIRECTION / PALETTES - THEDGE
- SENIOR GAMEPLAY TESTER - THEDGE
- COMPUTER MATH 'N SHIT- THEDGE
- 2D ASSETS CONVERTER - THEDGE
- QUALITY ASSURANCE - THEDGE
- SOUND ENGINEER - THEDGE
- LARGE PORTRAITS - THEDGE
- FRONT DESIGNER - THEDGE
- LEAD CODER - THEDGE
- SMALL PORTRAITS - WALTER MAXIMUS FAST
- PUBLIC RELATIONS - WALTER MAXIMUS FAST
- CEO OF TEAM THEDGE PRODUCTIONS - THEDGE

AS YOU CAN SEE, WE HAVE AN ARMY OF TALENTED PEOPLE, COMMITTED TO BRINGING THE BEST KOF CONVERSIONS TO A MUGEN NEAR YOU.

LET US KNOW YOUR SUGGESTIONS AND FEEDBACK, AND OVERALL HYPE IN THE COMMENTS BELOW.


I dunno if I'm skilled enough, is there room for one more?
    

Re: Show us cool stuff you just bought!

 September 16, 2014, 12:24:21 am View in topic context
 Posted by Vans  in Show us cool stuff you just bought! (Started by Vans November 21, 2011, 06:01:10 am
 Board: All That's Left

Hefty investment in the sense that the unit mentioned alone costs $350 USD; either you have a lot of disposable cash to toss at making sure you can get the best video quality out of your retro systems, or you have some degree of video editing in mind using the original hardware rather than emulation.



The investment is well worth it though, considering it can also allow you to hook up arcade boards using very easy to make / cheap superguns.
    

Re: Are logarithms and exponential functions important for Mugen?

 September 01, 2014, 02:24:32 am View in topic context
 Posted by Vans  in Are logarithms and exponential functions important for Mugen? (Started by Fighting Toys Freak September 01, 2014, 01:58:22 am
 Board: M.U.G.E.N Development Help

http://www.vans.trinitymugen.net/

Games like King of Fighters heavily rely on exponential decay for their friction calculations.

KOF data tutorial said:
I will now explain the "advanced" way, the advanced way involves Euler's constant. If you take the time to observe the game, you will notice that the accel values change in each tick, this is because there is a base accel value being affected by time and Euler's constant, that means that there are only two values needed in order to calculate those velocities, a base accel and a base velocity. Can this be done in MUGEN? The answer is yes.

... the basic KOF velocity equation goes like this: y = z ・e^(w ・x); This translates to: (current vel = basevel*e^(baseaccel*time)

    

Re: ULTRA Super Awesome WLS Challenge 2014: ANIME EDITION

 August 31, 2014, 06:59:20 am View in topic context
 Posted by Vans  in If I posted here, my soul belongs to Vans (Started by Vans July 21, 2014, 07:20:21 am
 Board: Projects

    

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

 August 29, 2014, 05:54:26 am View in topic context
 Posted by Vans  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

PSA: The true MFG experience.

 August 29, 2014, 05:45:58 am View in topic context
 Posted by Vans  in PSA: The true MFG experience. (Started by Vans August 29, 2014, 05:45:58 am
 Board: All That's Left



Everyone join me in this exciting new journey of less pages and more content. It's just better.

PS: @Valodim can we get a 100 post per page mode?
    

Re: ULTRA Super Awesome WLS Challenge 2014: ANIME EDITION

 August 25, 2014, 07:21:33 am View in topic context
 Posted by Vans  in If I posted here, my soul belongs to Vans (Started by Vans July 21, 2014, 07:20:21 am
 Board: Projects

:whip:
    

Re: ULTRA Super Awesome WLS Challenge 2014: ANIME EDITION

 August 25, 2014, 07:08:39 am View in topic context
 Posted by Vans  in If I posted here, my soul belongs to Vans (Started by Vans July 21, 2014, 07:20:21 am
 Board: Projects

Semester has kinda caught up to me, SORRY FOR THE LATE NEWS BUT...

Here's an update: Xiangfei is pretty much complete, but she's missing a small portrait still!

R&D team and I are currently in the process of testing the brand new scramble mode that we have programmed into her. Soon the winners of the challenge will receive a link to the official WIP folder so they can check her out for themselves. :ninja:



I will start working on Cell very soon.