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Messages by Creamy_Goodness

    

Re: Loop trigger

 June 02, 2014, 06:28:20 pm View in topic context
 Posted by Creamy_Goodness  in Loop trigger (Started by Creamy_Goodness June 01, 2014, 08:25:16 pm
 Board: Development


@[MFG]maximilianjenus

"% returns the remainder of the division, so tick by tick it will return 0,1,2,0,1,2 etc... so = 0 means to trigger then time%3 is returning 0"

> OK I think I get it now, thanks. :)
    

Re: Loop trigger

 June 02, 2014, 08:28:48 am View in topic context
 Posted by Creamy_Goodness  in Loop trigger (Started by Creamy_Goodness June 01, 2014, 08:25:16 pm
 Board: Development


@Cyanide

> trigger1 = Time%3 = 0 did the trick, thank you very much. But tell me, what does the "0" do?
    

Re: Loop trigger

 June 02, 2014, 01:07:49 am View in topic context
 Posted by Creamy_Goodness  in Loop trigger (Started by Creamy_Goodness June 01, 2014, 08:25:16 pm
 Board: Development


@XGargoyle

"trigger1 = gametime%3"

> Thanks XG, I'll give it a shot.
    

Loop trigger

 June 01, 2014, 08:25:16 pm View in topic context
 Posted by Creamy_Goodness  in Loop trigger (Started by Creamy_Goodness June 01, 2014, 08:25:16 pm
 Board: Development


> Is there a way to set up a trigger so that an event is repeated at regular intervals? I'm trying to have a projectile appear on every third tick of a state, and I understand that I can do this with trigger1 = Time = 3, trigger2 = Time = 6, trigger3 = Time = 9, etc. But I don't want to have to repeat this one hundred times, and it would be far more convenient to do this with one trigger.
    

Re: Radio Lifebar

 May 23, 2014, 05:06:51 am View in topic context
 Posted by Creamy_Goodness  in Radio Lifebar (Started by Creamy_Goodness May 21, 2014, 05:48:41 am
 Board: Your Releases, older Mugen


@Vegaz_Parrelli

"Tight. The simultaneous play bar is kinda distracting."

> Yeah I know, it's a little bigger than I'd like it to be. There's not really much I can do about that, since I'm not a big fan of shrinking the character icons. I suppose I could shave a few pixels off of its height by using a smaller font, but I'm not sure if an approximate ten pixel decrease in height would be worth the effort.
    

Radio Lifebar

 May 21, 2014, 05:48:41 am View in topic context
 Posted by Creamy_Goodness  in Radio Lifebar (Started by Creamy_Goodness May 21, 2014, 05:48:41 am
 Board: Your Releases, older Mugen


> Back in July of 2012, I first announced that I was going to a start working on a new lifebar which was based on an LCD screen of a typical car radio. Tonight, after several months of on and off work, I've finally completed my first lifebar, which I call the Radio Lifebar. I would like to thank Trinitronity for painstakingly putting together the lifebar tutorial on the very thread where I announced my new lifebar, since it really helped me a lot.







http://creamyg.jdluke.com/Projects/MUGEN/Lifebars/Radio_Lifebar/Radio_Lifebar%28CGX%29.zip

> Enjoy! :)
    

Re: Faulty font

 April 09, 2014, 09:35:01 pm View in topic context
 Posted by Creamy_Goodness  in Faulty font (Started by Creamy_Goodness April 09, 2014, 06:13:11 am
 Board: M.U.G.E.N Development Help


> I've done some further work on the font, and I've managed to get it working. When I originally created the font in Font Factory, I set the Type Of Size to "Fixed". For some reason, MUGEN had a problem with this setting and this prevented the font from showing up. However, when I changed the Type Of Size to "Variable", and then edited the starting position and width of each character to match the image, the font worked properly.
    

Faulty font

 April 09, 2014, 06:13:11 am View in topic context
 Posted by Creamy_Goodness  in Faulty font (Started by Creamy_Goodness April 09, 2014, 06:13:11 am
 Board: M.U.G.E.N Development Help


> I just created this font in Font Factory, but for some reason I can't get it to show up properly with my lifebar. After using a temporary font to make sure that the [Combo] section in the fight.def file was coded correctly, I swapped out the temporary font with the new one. However, the font did not show up at all except for the "0" blinking erratically. I've been over the font with a fine tooth comb, checking every detail that I could think of (the palette, the font file, etc.), but I just can't find where I went wrong with it. Here's the font in question. Maybe one of you will have better luck in figuring out what's wrong with it that I did...

http://creamyg.jdluke.com/Projects/MUGEN/Lifebars/Radio_Lifebar/Radio_Lifebar%28CGX%29/Win.fnt
    

Video editing terminology

 April 06, 2014, 05:42:53 pm View in topic context
 Posted by Creamy_Goodness  in Video editing terminology (Started by Creamy_Goodness April 06, 2014, 05:42:53 pm
 Board: All That's Left


> I've had a certain video on YouTube for about two and a half years, but it recently got flagged as Content Inappropriate and was thus taken down. Personally, I don't think the video should have been removed since its "inappropriate" content falls into a grey area, but that's a completely different subject, and I'd rather stay off of it. Anyway, I plan to edit the video so that the content in question is removed, while preserving the overall message of the original video. Specifically, I'm going to replace a large portion of the video with a simple slideshow with text and some background music. This brings me to my question; is there a specific term for this type of editing? I'm considering the term "remastered" but I don't think that accurately describes it. I guess "censored" would be closer to the mark, but again I don't feel that's accurate, since nothing was blurred out or blackened out or anything of that nature.
    

Re: Font - Spacing problem

 March 28, 2014, 05:45:16 pm View in topic context
 Posted by Creamy_Goodness  in Font - Spacing problem (Started by Creamy_Goodness March 28, 2014, 04:30:20 am
 Board: M.U.G.E.N Development Help


> After a little bit of tinkering, I managed to solve the problem I was having with my font. The font has characters whose sprites are nine pixels wide, and their bounding boxes were that exact width. Also, the space between the characters was set to one. This configuration was somehow causing an extra pixel of space to be added whenever there was a space between words. All I had to do to get rid of that extra space was to increase the width of the bounding box from nine to ten pixels, leaving one pixel of empty space to the right of each letter, and then set the space between the characters to zero. After this, the extra pixel of space between the words went away, and the letters of the font perfectly matched their corresponding spaces on the lifebar's background. As it turns out, there was no need to create a blank space character after all.
    

Font - Spacing problem

 March 28, 2014, 04:30:20 am View in topic context
 Posted by Creamy_Goodness  in Font - Spacing problem (Started by Creamy_Goodness March 28, 2014, 04:30:20 am
 Board: M.U.G.E.N Development Help


> I'm currently working on creating my first custom lifebars, and I'm having trouble with one of my fonts. The characters in the font must have exactly one pixel of space between them in order to fit with the lifebar's background, and in most cases, this isn't a problem. However, whenever a name with a blank space between words is shown, the space pushes all of the characters after it one pixel too far to the right, and this throws the letters out of alignment with the background. Is there any way to shave one pixel off of the empty spaces so that the font's characters and the lifebar's background are brought into alignment? I tried to fix this problem by adding a character in the font file for a blank space, but I was unsuccessful because I just couldn't find the proper text to represent such a space.
    

Re: Air recovery prevention

 March 24, 2014, 10:00:23 pm View in topic context
 Posted by Creamy_Goodness  in Air recovery prevention (Started by Creamy_Goodness March 24, 2014, 06:22:34 am
 Board: M.U.G.E.N Development Help


@Daniel9999999

> Well what do you know? Setting fall.recover to 0 on all three of the attack's HitDefs did the trick. Thanks Daniel. :)
    

Re: Air recovery prevention

 March 24, 2014, 10:56:48 am View in topic context
 Posted by Creamy_Goodness  in Air recovery prevention (Started by Creamy_Goodness March 24, 2014, 06:22:34 am
 Board: M.U.G.E.N Development Help

@Daniel9999999

"did you attempt fall.recover=0 on the hitdefs?"

> Fall.recover? Haven't thought of that. I'll give it a shot and get back to you.
    

Air recovery prevention

 March 24, 2014, 06:22:34 am View in topic context
 Posted by Creamy_Goodness  in Air recovery prevention (Started by Creamy_Goodness March 24, 2014, 06:22:34 am
 Board: M.U.G.E.N Development Help


> I know it's been a while since my last post, but I'm working on a beta version of a new character, and there's an issue I'm having with one of his super attacks. The attack is a triple dragon punch type move which is supposed to launch the opponent into the air on the first hit, then juggle him/her with the other two. Sometimes this happens without a problem, but other times the opponent can recover in mid-air between swings, so that not all three swings connect successfully. Is there any way that I can prevent the opponent from recovering so that all three swings are guaranteed to hit?
    

Looking For A New Host

 December 08, 2013, 07:53:19 pm View in topic context
 Posted by Creamy_Goodness  in Looking For A New Host (Started by Creamy_Goodness December 08, 2013, 07:53:19 pm
 Board: All That's Left


> Less than a week ago, I tried and failed to connect to my website's FTP server. It turns out that the reason I couldn't was because my site had been offline for the past two months without me realizing it. (I haven't been checking my site all that often lately.) Apparently, on September the 20th of this year (2013), Huge Laser, which hosted my site, ended its free hosting services, leaving me without any online real estate. I e-mailed the guy who ran Huge Laser a few days ago, and asked him if he could point me to another hosting site, but he never responded. This brings me to the reason I'm making this post. Do any of you know of any good free hosting sites where I can move my site to? I'm looking for something that will allow me to upload at least 5 GB of data and have the ads limited to one per page, as was the case of Huge Laser, and the GameSpy Network before it.
    

Re: Music Makers Topic

 August 10, 2013, 03:12:18 am View in topic context
 Posted by Creamy_Goodness  in Music Makers Topic (Started by The Aboriginal One August 27, 2007, 08:11:38 am
 Board: Entertainment


> I recently completed and uploaded my first music video to YouTube. It's certainly not the greatest video on YouTube as it has its share of problems, but I'm still somewhat proud of how it came out, and I think that the work I put into it for the past four months was worth it.

http://www.youtube.com/watch?v=f6qeAv4REg4

> The actual music video starts at 2:04
    

Re: Character stuck in State 40

 August 06, 2013, 09:30:43 pm View in topic context
 Posted by Creamy_Goodness  in Character stuck in State 40 (Started by Creamy_Goodness August 06, 2013, 07:51:15 pm
 Board: M.U.G.E.N Configuration Help


@Seravy

> Hey thanks for your help. When I deleted the animations from the AIR file, I had reduced the Stance to a one frame animation, and I had set the "Time" value of that one frame to "-1". This is apparently what was causing the problem I mentioned above, but setting "Time" to "1" fixed the problem.
    

Character stuck in State 40

 August 06, 2013, 07:51:15 pm View in topic context
 Posted by Creamy_Goodness  in Character stuck in State 40 (Started by Creamy_Goodness August 06, 2013, 07:51:15 pm
 Board: M.U.G.E.N Configuration Help


> I'm building a new character using a previous one as a template. So far, my new character only has one stance sprite, and minimal coding left over from the old character. When I tested the new character in Mugen, he could walk forwards and backwards just fine, but when he jumped, he would just freeze, and couldn't move again until I hit F4 to restart the round. A quick test in Winmugen_debug.exe showed that jumping left the character trapped in State 40 without actually jumping, but hitting him made him go back to State 0 and he could move again. Also, when the character was knocked down, he would be stuck in State 5120, and could not only not move, but couldn't be hit either. This error is particularly bizarre, because I made no changes whatsoever in the character's coding in either the CNS or the CMD file. In fact the only changes I made were to the SFF file which I reduced to three sprites (icon, portrait, and stance) and to the AIR file, reducing it to only the stance animation. Anyone got any pointers?
    

Creamy Goodness character: Complete overhaul

 July 11, 2013, 09:15:19 am View in topic context
 Posted by Creamy_Goodness  in Creamy Goodness character: Complete overhaul (Started by Creamy_Goodness July 11, 2013, 09:15:19 am
 Board: Idea Engineering


> About two years ago, I was working on a Creamy Goodness character, which as the name implies, was going to be a fighting game version of me. This character was going to have a pseudo Ken / Ryu fighting style, since he was going to have the classic projectile, body launch kick, and dragon punch type attacks.

> Old thread - http://mugenguild.com/forum/topics/creamy-goodness-the-mugen-character-long-post-129416.0.html

> I have now decided to abandon the character, and instead make a new version of Creamy with a new set of moves. I haven't determined all of the details yet, but Creamy's new style will be based on different forms of candy. The Skittles Rush, which is a hyper-aggressive alternate state that results from a sugar rush after Creamy chugs a jumbo size bag of Skittles, will still be part of the character. However, most of the attacks will be changed to make them candy based attacks as well. Some possible attacks I could implement might be as follows...

- An Atomic FireBall that's thrown like a Super Mario Brothers fireball.
- A Pez dispenser machine gun.
- Creamy could smash his opponent with a giant candy cane.
- A lemon Warhead that's lobbed like a grenade and explodes on impact.
- A Pixie Stick blowgun that makes the opponent dizzy.
- Creamy could take two seconds to eat a Jolly Rancher, which boosts his energy level by one stock (1000 points).
- A super where Creamy opens an umbrella and says, "I love it when it Twizzles", and then it start raining Twizzlers.
- The spirit bomb-like ultimate attack can stay, but it could be changed into a giant multi-layered jawbreaker that explodes once for each layer.

> That's all the candy based attacks I can think of for now. If anyone can think of anything else, please let me know.

> BTW, I've decided to change not only the Creamy Goodness character, but my method of character making as well. I will now try the coding first, substituting the eventual sprites with simple stick figures, since they are easy to draw. Once all, or at least most of the coding is done, I can then swap out the stick figure sprites with real, polished sprites one by one. The sprites of my characters may not be as smoothly animated as before, but I'm hoping that I can complete my characters much faster with this new, experimental method.
    

Re: CvS Paul+Ogre+Kazuya Updated

 December 24, 2012, 10:40:37 pm View in topic context
 Posted by Creamy_Goodness  in CvS Paul+Ogre+Kazuya Updated (Started by chuchoryu December 19, 2012, 01:15:43 am
 Board: Your Releases, older Mugen


> Can you make Kazuya available on a hosting site other than 4Shared? 4Shared only allows its members to download files from them, and I'm not about to make another Internet account just to download one file.