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Noctis

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Messages by Noctis

    

Re: Charging energy skill

 May 12, 2014, 07:12:07 am View in topic context
 Posted by Noctis  in Charging energy skill (Started by Zodd Wolfhead May 09, 2014, 01:31:50 pm
 Board: M.U.G.E.N Development Help

In a hitdef, removing the strings from "guardflag" makes an attack unblockable. "guardflag = " is all you need.

A charging skill is pretty simple once you understand how it works. I won't give you the finer details otherwise you won't learn anything.
Let's assume the thing you're charging gets bigger over time as long as you hold the buttons down.

Make the first statedef where he's just going into his charging state.
Change to a new statedef for the actual charging with the charging effects at normal size.
After a few ticks make him change to another statedef, but make the charging effects here even bigger and so on.
Making each charging state so when you release the buttons you use the skill.

It's been a few years, but I'm pretty sure the easiest and quicket way to make the charging effect get bigger is to simply play an explod with an ID# once you get into the state where you start charging.
When you change to the next charging state simply use a modifyexplod to make it bigger using the ID# so it knows what explod you're referring too.
    

Re: Pre Fight: Palette Selection Problems

 May 10, 2014, 12:05:16 pm View in topic context
 Posted by Noctis  in Pre Fight: Palette Selection Problems (Started by G0KU April 28, 2014, 05:16:51 am
 Board: M.U.G.E.N Development Help

Then explain why it isn't working?
Also, if you just let the intro play through without pressing a button then how will it get removed? You need more than just the "command="s"" trigger.
Anyways, I think the problem is the "time = 0" trigger. When the match loads up for the first time it continuously plays that very first tick like a bajillion times before things start moving so you're probably spawning a lot of explods. Try adding a trigger1=numexplod(3013)=0. If that doesn't work then change the time=0 to time=1. Experiment, experiment!
    

Re: Pre Fight: Palette Selection Problems

 May 09, 2014, 06:44:54 am View in topic context
 Posted by Noctis  in Pre Fight: Palette Selection Problems (Started by G0KU April 28, 2014, 05:16:51 am
 Board: M.U.G.E.N Development Help

You're trying to remove an explod that's been played before the actual fight has started? All you need to do is removeexplod it using any means necessary. Certain buttons pressed, not intro anymore, state changed, etc. It's really simple.
You could view my Natsu for the answer if you can't figure it out. I did it with him.
    

Re: Overlapping Triggers

 May 09, 2014, 06:41:23 am View in topic context
 Posted by Noctis  in Overlapping Triggers (Started by DNZRX768 May 09, 2014, 05:49:21 am
 Board: M.U.G.E.N Development Help

You'll be fine because of your "random <= 300" trigger. If more than two commands happened to hit the same number then it'll just do whichever one is read first.
There's no chance for an error here as far as I can tell. It's been a few years since I last touched Mugen.
    

Re: Gohan Z2

 September 28, 2013, 12:21:30 am View in topic context
 Posted by Noctis  in Gohan Z2 (Started by Balthazar July 29, 2011, 02:19:47 pm
 Board: Projects

I'm not sure how the Z2 style is, but maybe a suggestion for an attack to make him a bit more different than Goku?
How about a medium, low, high kick combo? Taki in Soul Caliber II has a combo like that and I absolutely love it. Seems like a good idea.
She jumps up a little and spins to the right (meaning the opponent would get hit with the back of the foot, not the front) with her right leg extended and when she lands she lets herself get low to the ground, while spinning still, for a low kick with the same leg, then just does a spinning high kick while coming back up with the same leg.

Actually, pretty much all of Taki's attacks in Soul Caliber II are a good reference for Gohan.
    

Re: The Niitris 3D project.

 September 27, 2013, 06:06:16 am View in topic context
 Posted by Noctis  in The Niitris 3D project. (Started by Niitris September 20, 2013, 08:20:06 pm
 Board: Projects

I might get into 3D modeling someday myself if I ever get that bored...
Anyways this project looks promising. I voted for anime and game characters not in fighting games. I had characters like Mugen (Samurai Champloo), Gintoki/Kagura (Gintama), Guts (Berserk) and JRPG characters like Final Fantasy (assuming you meant games that weren't 2D Fighting games like KoF) in mind when I voted. Just throwing that out there.
I hope all goes well and you enjoy this regardless of what you decide to do.
    

Re: Colliding attacks working, but not working

 September 26, 2013, 05:23:35 am View in topic context
 Posted by Noctis  in Colliding attacks working, but not working (Started by Noctis September 26, 2013, 02:24:55 am
 Board: M.U.G.E.N Development Help

It's weird because all of my attacks had the same priority except for that HP, but it wasn't just that HP that was messing up. Now that I changed HP's priority to all have the same priority all of the other attacks seem to be working, too.
The priority is kind of important though so is there a way around this? Actually...why don't we have an ignorepriority option?

It's the hitboxes. Sometimes one opponent's blue box get hit, but the other opponent's blue box doesn't so that error happens. The only full proof way to make this work is to make all of the red clsn boxes also have a blue clsn box the exact same size or a full game.
    

Colliding attacks working, but not working

 September 26, 2013, 02:24:55 am View in topic context
 Posted by Noctis  in Colliding attacks working, but not working (Started by Noctis September 26, 2013, 02:24:55 am
 Board: M.U.G.E.N Development Help

Edit:
So I think I more or less figured out what's wrong, but don't really have a working solution. I'm sure there's other ways of making it work, but if I can't figure that out then I just need to learn more.

I'm trying to code a colliding thing where when two attacks hit at the same time the attacks just bounce off of each other and knock each other farther away from each other. Like in BlazBlue.
I more or less have the coding down and it works, but only when I attack with the exact same attack. When I change up the attacks (like LP against a HP) it like...half works. The HP doesn't changestate to my colliding state, but my LP does. Also, the HP is counting as hitting the opponent so my Counter text shows up when I hit my opponent during an attack.
I don't know what I'm missing or what I'm doing wrong so if anyone can tell me what it is please let me know. Been a good year since I touched Mugen so try use small words.

LP Coding (200) and HP Coding (220). The hitoverride at the bottom is the colliding part. It's active for as long as the red collision box is.

Spoiler, click to toggle visibilty

Colliding states. 8101 is the custom one for opponents not compatible with mine.
Spoiler, click to toggle visibilty
    

Re: Project Catch 'Em All

 September 25, 2013, 09:32:30 pm View in topic context
 Posted by Noctis  in Project Catch 'Em All (Started by Ryon September 12, 2013, 02:52:20 am
 Board: Projects

Ryon.... I had this idea a couple years ago and I always wanted to make a game, but I thought it was a stupid idea. That's because it is a stupid idea. I never thought of doing it with Pokemon, though. You fucker! This is an amazing idea. I can't wait for this game to be complete.
Do you have a roster planned already or are you open to suggestions? 'Cause Missingno. He needs some lovin'.
As for that frog looking Pokemon...I have no idea who that is. Haven't touched the Pokemon games in a long time.

Edit:
If I'm asking something that's already been answered or whatever then oops. That first post has to many words to read.
    

Re: Persona 4 Arena Voice Rips

 March 18, 2013, 10:53:40 am View in topic context
 Posted by Noctis  in Persona 4 Arena Voice Rips (Started by TheWilster February 13, 2013, 01:38:52 am
 Board: Resource Releases

Thanks a lot for doing this. I might actually attempt a Persona 4 character once you finish ripping them.
    

Re: SuperArmor - against projectiles and Low Atks

 March 18, 2013, 05:01:52 am View in topic context
 Posted by Noctis  in SuperArmor - against projectiles and Low Atks (Started by 0WNT March 17, 2013, 01:09:14 pm
 Board: Development

    

Re: Last movie you watched + 2 lines review.

 March 17, 2013, 11:29:02 pm View in topic context
 Posted by Noctis  in Last movie you watched + 2 lines review. (Started by Bastard Walt August 28, 2007, 04:18:56 am
 Board: Entertainment

Life of Pi
It's like an Indonesian Cast Away. I loved it. It really shows how ridiculously awesome and crazy scary the ocean can be. The ending was really touching. Great movie all around. I can't wait to make my entire family watch it.

Rise of the Guardians
Russian Santa. There's a Russian Santa.
I always love movies where the protagonist is someone capable of amazing feats, but lacks the will to do anything. It's always amazing when that type of protagonist finally does something to show off what he's capable of.
Anyways, surprisingly awesome movie. Lots of surprising story development and action scenes. There was one very important part that I felt was rushed. I didn't have time to feel bad and neither did the protagonist. Other than that, great movie.

Red Dawn
I liked this movie. A lot. I've noticed that every time I absolutely love a movie the ratings are always shit. Red Dawn barely got a 5 out of 10, but I would easily give it a good 8 or 9. I thought it was that good. It felt so realistic once the movie started to pick up. I got goosebumps. The best part about this movie was that everything that was happening was all something capable of happening one day which was why it felt so scary.
I'll admit that Josh Peck's acting wasn't the best, but it didn't ruin the movie for me.

I watched 3 more movies, but I don't feel like typing anymore. Bleh....
    

Re: Last game you finished + 2 lines review.

 March 17, 2013, 11:06:51 pm View in topic context
 Posted by Noctis  in Last game you finished + 4 lines review.  (Started by San2 May 30, 2010, 07:06:56 pm
 Board: Gaming

Far Cry 3
Great game, but fairly short. Not too difficult. The protagonist Jason was a giant douche, but other than that great game. Not much else to say about it except that some boss battles made no sense. One second I'm tied down being tortured, the next I'm on my feet knife fighting the guy. I was just like "...Huh?" every time.

Next time I'll post it'll be about Tomb Raider, Mass Effect, Mass Effect 2 and DMC Devil may Cry.
    

Re: Noel Vermillion updated by ron_ti_chu (28/02/2013)

 March 17, 2013, 10:52:10 pm View in topic context
 Posted by Noctis  in Noel Vermillion updated by ron_ti_chu (28/02/2013) (Started by i_oVo_i February 28, 2013, 05:57:38 am
 Board: Found Releases

I want to know how they got those effects. It was ripped straight from the game so...artmoney? Would that even work Blazblue?
Anyways, looks sexy. Two characters down, a dozen to go.
    

Re: SuperArmor - against projectiles and Low Atks

 March 17, 2013, 10:42:58 pm View in topic context
 Posted by Noctis  in SuperArmor - against projectiles and Low Atks (Started by 0WNT March 17, 2013, 01:09:14 pm
 Board: Development

Code:
[State 800, 4]
type = HitOverride ;This is so when the helper gets hit, it changes to stateno 801.
trigger1 = 1
attr = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
stateno = 801
time = -1



Code:
[State 800, 4]
type = HitOverride ;This is so when the helper gets hit by stand, crouch and air projectiles, it changes to stateno 801.
trigger1 = 1
attr = SCA, NP, SP, HP
stateno = 801
time = -1

[State 800, 4]
type = HitOverride ;This is so when the helper gets hit by crouch attacks, it changes to stateno 801.
trigger1 = 1
attr = C, NA, SA, HA
stateno = 801
time = -1
If it doesn't work, mess around with it until it does.

SCA = StandCrouchAir
NP, SA, HT = Normal Projectile, Special Attack, Hyper Throw
N, S, H = Normal, Special, Hyper
A, P, T = Attack, Projectile, Throw

Just so we're clear. Copy pasting that super armor coding will not help you learn anything and that batch of super armor coding is not professional work. You could ask for help in the M.U.G.E.N. Development Help section instead and it would be pretty hard, but you'll learn a lot of things if you try and you might even get a better super armor at the end of it all.
    

Re: The Apex by 100_Sad_Pandas

 March 17, 2013, 03:06:53 am View in topic context
 Posted by Noctis  in The Apex by 100_Sad_Pandas **PAL TEMPLATE UP**  (Started by 100_Sad_Pandas March 09, 2013, 03:41:55 am
 Board: Projects

Since they're edits of a professional they look nice, but from what I can tell there's not enough shading. I only see two colors for the shirt and pants. You need at least another layer of shading.
That's just my opinion. I'm no expert at spriting.
    

Re: Porn habits

 March 16, 2013, 02:54:07 am View in topic context
 Posted by Noctis  in Porn habits (Started by Cybaster March 16, 2013, 12:01:50 am
 Board: All That's Left

New Mexico
3. Straight (gay)

Whut?
    

Re: StormEX: Natsu Dragneel (Video Added)

 March 14, 2013, 09:04:02 am View in topic context
 Posted by Noctis  in StormEX: Natsu Dragneel (Original Sprites) (Started by DragonSlayerEX July 03, 2012, 09:35:27 pm
 Board: Projects

Hey, I did a "Z2" portrait for Natsu by Noctis, If you can fix it, you might also like.



What? How come I never heard of this?

Edit: My Natsu isn't really Z2. I just took stuff from Z2 characters so it was more of a crediting kind of thing.

Edit2: Thanks.
    

Re: Batsu Ichimonji

 February 06, 2013, 03:53:21 am View in topic context
 Posted by Noctis  in Batsu Ichimonji (Started by Daeron February 05, 2013, 01:43:17 am
 Board: Projects

    

Re: Batsu Ichimonji

 February 05, 2013, 04:25:55 am View in topic context
 Posted by Noctis  in Batsu Ichimonji (Started by Daeron February 05, 2013, 01:43:17 am
 Board: Projects

I think everything about him is too thin. It looks very nice, though.
I don't know who Batsu is, but maybe he should have one foot flat (A) and the other leg looking like B or C. And instead of jumping left to right, maybe he should jump up and down. What I'm trying to picture is like this image here. Stance
Look at the image below for what I meant by A, B and C.

http://ars.els-cdn.com/content/image/1-s2.0-S0966636203000079-gr1.gif