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Bannana

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Messages by Bannana

    

Re: Evolving MUGEN

 December 30, 2014, 07:31:00 am View in topic context
 Posted by Bannana  in Evolving MUGEN (Started by delete my account November 29, 2014, 09:51:34 pm
 Board: M.U.G.E.N Discussion

If he used autoclsn like I think he did, it seems like it didn't know what to do and flipped out.
    

Re: Work Shop

 December 30, 2014, 04:38:10 am View in topic context
 Posted by Bannana  in Work Shop (Started by Koop November 17, 2014, 09:51:03 pm
 Board: SNK Gals Fighters

Is Akari arranged for system balancing sake, or is she mostly accurate to LB?
    

Re: M.U.G.E.N Screenshots V3

 December 29, 2014, 10:04:56 pm View in topic context
 Posted by Bannana  in M.U.G.E.N Screenshots V3 (Started by Lith May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

    

Re: Re: CVG CENSORSHIP AHOY - A RANT TOPIC

 December 27, 2014, 12:51:56 pm View in topic context
 Posted by Bannana  in shitpost r us (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

Better just to ignore him because he clearly came by to gloat 3 years after the fact and you're just giving him material to throw back at you.
    

Re: 3D Mugen characters? You guys alright with that

 December 27, 2014, 03:09:58 am View in topic context
 Posted by Bannana  in 3D Mugen characters? You guys alright with that (Started by Shulk December 27, 2014, 03:03:32 am
 Board: Development

Do something because you want to do it, not because everyone wants it. Otherwise you'd be making P.o.T.S styled characters.
    

Re: Underrated MUGEN opinions

 December 27, 2014, 01:47:37 am View in topic context
 Posted by Bannana  in shitpost r us (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

Oh man, I haven't used makedust in years. It does pull it from the fightfx, right? I always had issues with that because the dust is usually different when you move from one screenpack/lifebars to another.
    

Re: Underrated MUGEN opinions

 December 26, 2014, 10:47:25 pm View in topic context
 Posted by Bannana  in shitpost r us (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

So, if you had a sword character in the middle of a punch, who gets hit in the sword by a melee character, and then it actually counts, is that disjointed hitboxes?
In an example like Smash Bros, characters with weapons aren't hit when something strikes the weapon. It's completely different from fighting games like The Last Blade where the swords are recognized as an extension of the body so it can allow for clashes.

Sorry. I tend to forget Smash bros' technical names.

So, in your opinion, is this hitbox fine to you? The arm can't extend  more than it is now and she is a pretty short character so I had no choice.
 


I'm not really the all knowing one when it comes to balanced collisions, but it's not terrible. Shorten it a bit. The hardest thing when it comes to collisions is building them in a balanced manner, even if it means you are put at a disadvantage. As long as the arm's boxes are a bit longer than your head's, then it would be fine and would trade fairly.
    

Re: Underrated MUGEN opinions

 December 26, 2014, 10:32:18 pm View in topic context
 Posted by Bannana  in shitpost r us (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

Personally, I'm with Shulk on Wlan's characters. I like them better than Doug's/MOC's stuff because I can win more with his stuff. And also personally, they're kinda fun in a silly way.

Weird cause WlanmaniaX's characters BARELY feel like a fighting game, sprites fuck up the range pretty bad and, you know what, it's useless to point it out, Umezono said it best.

Can you just disjoint the hitbox if the reach is too small? At least Smash Bros did that.
Disjointed is when it is a weapon that acts as an extension of the arm. It creates priority on he weapon users part and trumps those without.

What you meant to say is this, right?


The hitbox being a bit larger than the fist itself is not inherently bad in the context of an attack with no range. However, if you had a jab or a kick that extended out and then had a hitbox that extended out beyond the fist/foot at the same length as this example, I would see that as bad placement.
    

Re: M.U.G.E.N Screenshots V3

 December 26, 2014, 10:44:36 am View in topic context
 Posted by Bannana  in M.U.G.E.N Screenshots V3 (Started by Lith May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion

    

Re: Character WIP I need Help please.....

 December 25, 2014, 10:43:24 pm View in topic context
 Posted by Bannana  in Character WIP I need Help please..... (Started by Mothra67 December 25, 2014, 08:55:33 pm
 Board: M.U.G.E.N Development Help

Take a picture of animation frame 3 like this, so I can see why your hitdef isn't working.


Either you don't have a red hitbox in the frame specified by the hitdef or your standing stance doesn't have a blue hitbox.
    

Re: Character WIP I need Help please.....

 December 25, 2014, 10:25:57 pm View in topic context
 Posted by Bannana  in Character WIP I need Help please..... (Started by Mothra67 December 25, 2014, 08:55:33 pm
 Board: M.U.G.E.N Development Help

Your hitdef trigger is fine, which means that you should check the third element of animation 200 to see if there is a red collision box there for the hitdef to use.

Can you provide images of the animation in whatever editor you're using?
    

Re: sprite help?

 December 25, 2014, 12:57:08 pm View in topic context
 Posted by Bannana  in sprite help? (Started by pacpack December 07, 2014, 03:06:38 am
 Board: M.U.G.E.N Development Help

Alright, so I thought a bit about your issue.

All you did was add sprites, correct? If you could provide pictures of the SFF and the AIR so I can see what's going on I think I could tell you what might have happened.
    

Re: French Bread

 December 25, 2014, 12:47:26 pm View in topic context
 Posted by Bannana  in French Bread (Started by Davod Sirloin December 24, 2014, 07:26:23 pm
 Board: Resource Releases

Yeah, just opened em up, so that makes sense.
    

Re: French Bread

 December 25, 2014, 12:45:37 pm View in topic context
 Posted by Bannana  in French Bread (Started by Davod Sirloin December 24, 2014, 07:26:23 pm
 Board: Resource Releases

Only 5.1 MB for Hilda? That's a surprise, I was expecting the filesize on these to be larger than KOF XIII's.
    

Re: Games you discovered through Mugen?

 December 24, 2014, 08:23:55 pm View in topic context
 Posted by Bannana  in Games you discovered through Mugen? (Started by Niitris December 24, 2014, 05:42:55 pm
 Board: M.U.G.E.N Discussion

Chaos Breaker, which I still have not found the time to play yet.
    

Re: Help with custom palette states

 December 23, 2014, 08:05:23 pm View in topic context
 Posted by Bannana  in Help with custom palette states (Started by melongod December 23, 2014, 07:39:22 pm
 Board: M.U.G.E.N Development Help

There's a really simple way of doing this using a variable.

All you do is create a variable, so let's say var(39) and set it up so that it activates the variable when you are in palette 9

In your -2 state write
Code:
[state -2 varset bullshit]
type = varset
trigger1 = palno = 9
v = 39
value = 1

Now that you have that, go to your attack states in the -1 (command) and add this
Code:
triggerall = var(39) = 1

Make sure that when you code AI it ALSO has that too so the AI doesn't abuse anything it shouldn't have.
    

Re: Buriki One system

 December 23, 2014, 10:21:15 am View in topic context
 Posted by Bannana  in Buriki One system (Started by Bannana January 02, 2013, 07:08:43 am
 Board: Projects

So I was hoping to get a Gai beta out by Christmas, but MAME's recent updates over the past year has allowed me to partially emulate Buriki One whereas I could not emulate it at all 2 years ago. It was at the point where I was so blind and running off my 3 hours experience, my discussion the system with others who owned the game and eyeballing videos a few years ago that Shwa sent me info about the game with a motherboard being sold as an alternate way of replaying to game to get a feel for it, but I decided against it at the time because I would be just eyeballing it again on a terrible TV (also I didn't really have a place to store it at the time and I had 600 bucks in the bank and it was 100 plus the huge shipping for it's weight from Japan).

However, this is good because I can refresh my memory of how the system works and make some big system tweaks as well as make Gai a lot more accurate to his Buriki One counterpart. It runs like garbage, BUT I can hopefully dust off my copy of artmoney and get some velocities out of this and figure out Buriki One's friction among other miscellaneous constants because IIRC I don't need it to be running at 60 fps to get that
    

Re: Sprite Sheets for individual Limbs Project

 December 22, 2014, 11:31:25 am View in topic context
 Posted by Bannana  in Sprite Sheets for individual Limbs Project (Started by H Mr. Ton! December 19, 2014, 09:09:08 pm
 Board: Idea Engineering

I don't think mugen's coding really can do movement any justice. Modify explod is garbage in that it doesn't really work as it should because (unless I misunderstood it and did it incorrectly, since I don't have the same breadth of knowledge as the better coders here) it doesn't allow for vel or effective pos manipulation of animations, only effect based modifications because it's basically just the same sctrl as explod. I'm pretty sure it was to be deprecated in the near future if Elecbyte came back with an updated build and maybe it was supposed to be replaced with a better sctrl to actually do this.
    

Re: Do you even XMAS GIFTS?

 December 21, 2014, 11:57:18 pm View in topic context
 Posted by Bannana  in Do you even XMAS GIFTS? (Started by Bastard Walt December 12, 2014, 12:38:03 am
 Board: All That's Left

Oh no, that's not what I meant. I meant that what I'm looking forward to for Christmas is just socks whereas other people are getting games and or consoles, etc., so it's not "sad" in the sense of sorrow but "sad" in the sense of inferior to the other things in the thread. That's my fault, I should have used a different word like "lousy."
    

Re: Buriki One system

 December 21, 2014, 12:13:36 am View in topic context
 Posted by Bannana  in Buriki One system (Started by Bannana January 02, 2013, 07:08:43 am
 Board: Projects

Full game is too much work for me to put out a product in a reasonable frame of time. I'm happy with just releasing them even though the system is entirely different than most characters, and with Gai I'm trying to make them more viable in a nonfullgame format.
I've been looking at heavy D as a replacement for Rob Python, maybe Tizoc for wrestling, but aside from that, I haven't thought about much porting. To be honest the only other fleshed out character idea is making Hanzo as a joke.