Posted by VIB
in Mugen Web Sites (advertise here) (Started by Just No Point March 29, 2006, 03:00:27 pmBoard: Introductions and Guides
Here's the link directly to my website:
http://www.geocities.com/vibhp/mugen/
Posted by VIB
in Mugen Web Sites (advertise here) (Started by Just No Point March 29, 2006, 03:00:27 pmThanks for posting a perfect example of the behavior I was referring toQuoteGod is often misunderstood. Most of the atheists have no idea what god means because they never bothered to.You're making people of Judaism based faith look bad by saying that Atheists are just to dumb understand God. And I know you didn't say that but you might as well have.
You didn't even bothered to read the second part of the sentence that you based your conclusions on. If you had bothered to try to understand what I was saying you would see that not only I didn't say that, but also I happenned to say the opposite. You sir are really bad at reading
The same way, if you had bothered to understand what GOD is, you wouldn't be an atheist. People do not understand god not because they're dumb, but because they don't care to understand god. Did you ever read the bible thinking "Hey now this is a great day to understand the meaning of GOD!!"? No, you never did that.

Posted by VIB
in Mugen Web Sites (advertise here) (Started by Just No Point March 29, 2006, 03:00:27 pm
Posted by VIB
in Character - Stage interaction (Started by VIB April 11, 2004, 01:17:59 pmLike messatsu said, it would be unique. For example, if you have this games:Isn't there any other way of using the mame game list? Like ordering the games by date?
date???Care to develop why do you want to group games by date??? It's pretty useless imo
Posted by VIB
in Character - Stage interaction (Started by VIB April 11, 2004, 01:17:59 pmWhy not? This way the numbers coincide.No one may use an anim over 99,999 today, but what if someday someone want to use one of them to tell char type as in KFM's thread?
[...]
Who uses anims over 99,999? If nobody does, we are okay.
this is great news.. where those the numbers came from? How can someone quickly check that?- Neogeo games have a unique ID, which can be used to classify NG games. For example, KOF97 has an ID=232, so we can use the ID of 232xxxx for every stage from that game. There are 10000 possible variations, which gives enough room for alternate versionsI think this also applies to GBA games... if it applied to other consoles like Megadrive/Genesis it'd be excellent, as there could be a number code for the console, one for the game and one for the stage... But then again, we'd still need a considerable number range for original and edited stages...
- Non neogeo games need to define their IDs, but I suggest that we can set a standard using the rom name (parent) and replacing letters by numbers (as in a dial phone), in a way as Loona suggested. For example, SSF2 (romname ssf2.zip) can be converted to ID= 7732xxxx (S=7, F=3, 2=2)Isn't there any other way of using the mame game list? Like ordering the games by date?
Posted by VIB
in AI Activation Code (Started by Winane April 24, 2004, 03:20:04 am
Posted by VIB
in Character - Stage interaction (Started by VIB April 11, 2004, 01:17:59 pmIt would be wise to use IDs in the 100,000+ range(outside of MCM anim range) so that we could use anims that mirror their stage IDs. This would be used to detect player compatibility with stages.But wouldn't that possibly conflict with other methods of using anims to tell char type? To avoid this kind of conflict it would be necessary to limit the range of stage numbers, which doesn't sounds like a good idea.
I do prefer the way that Chon Wang done in his Subzero interacting with my Sub's Cave.That makes no sense, ChonWang used the arcade match number to detect the stage. It only works on full games and even so it doesn't allow you to change the order of the stages in story mode, you need to used fixed stages. There is no advantage on it.
Posted by VIB
in Your thoughts on... IV (Started by Messatsu May 02, 2004, 07:15:58 pmI was talking about using menus for triggering the moves on the test character. Instead of using standard commands, like qcf+x for testing heavy animQuoteyou will make like that menu you did before, for choosing the moves, right?That would be too much work if this thing tests a lot of stuff and it would take longer to update. I want to use the clipboard as much as possible.

GREAT people talks about IDEASYou mean, there should not be an 's' in any of them?
Posted by VIB
in Your thoughts on... IV (Started by Messatsu May 02, 2004, 07:15:58 pm
Posted by VIB
in Your thoughts on... IV (Started by Messatsu May 02, 2004, 07:15:58 pm
Posted by VIB
in Character - Stage interaction (Started by VIB April 11, 2004, 01:17:59 pmI suspect it might occasionally cause some problems with some characters, due to the characters not being where they expect to be for one tickyea, I thought about this, but I consider that much like a bug on the character, I think you shouldnt move the screen in your intro pose because that could also affect the enemy intro pose. So I don't mind much about this one, but it is an issue indeed.
or due to one of the characters freezing the stage as soon as the round starts, but probably not often.I am not sure what you mean with this one, how can the character freeze the stage but not the enemy? If a pause controller is used than the enemy's variables would freeze too, so it shouldn't be problem. I don't get what your saying ^^
It might be good to also make the characters check whether their opponents and partners are compatible with the stageif you take a look inside my example, you'll see that I used isHomeTeam to avoid conflict when simulating the crashing net sound. This would be particularlly perfect for arcade where you usually set one stage for each character, if a character is set for it's home stage, like: ryu,stages/ryustage.def
If anyone volunteers to modify any of their characters to be compatible, I'll go ahead and make patches for my Charlotte, Gen-An, Cammy, and/or Shrine stages (if I can find the time). But I'd rather wait for confirmation that at least one character will use this before I bother.Sure, please do that, I want to make my characters (old ones and upcomming ones) compatible with the most stages I can. I also intend to update all of my own stages with this method, and a brief information on how to use each one.
Posted by VIB
in Character - Stage interaction (Started by VIB April 11, 2004, 01:17:59 pm
Posted by VIB
in Character - Stage interaction (Started by VIB April 11, 2004, 01:17:59 pmGame wise would be easier to reference. I am making character X from game Y and want him to be compatible with all stages from game Y.hmm, good point, that way you would be able to use game only triggers at least..

should do fine for now..
Posted by VIB
in Character - Stage interaction (Started by VIB April 11, 2004, 01:17:59 pmAssign each game a group of a thousand and every creator posts for space in that group. Original backgrounds have their own group of ten thousand. :|But this wouldn't it take out the advantage of dividing by games? Because this way every stage would have different IDs either way, so you would need to search for every ID for that stage type when you make your character. It's the same when having unique IDs for each single stage.
Posted by VIB
in Character - Stage interaction (Started by VIB April 11, 2004, 01:17:59 pmLeaving that to run in ther background infinitely will add one unnecesary process, and it's not really needed after it exceeds 2. Limiting it by trigger1=var(51)<3 should be enough.In the example, this var is used again to know when it is the right time to reproduce the falling net sound. Since all stage events are time-based, you would need this in most of the time. If you are specifically not using it, then you can stop it, but I think it is better to leave it this way as a starting point for everyone.
A centralized topic in one forum would be the best. Otherwise someone needs to go back and forth to make the list is always updated. Not the biggest problem, but something to keep in mind. This is probably the better solution as I don't see too many would use it.hmm, this is where I wanted the discussion to come to. My first idea was to do it based on the creator. For example, the creator chooses a number, say 432, and then we would use from 432000 to 432999 for his stages, I doubt no one would use more then 1000 IDs, but if you do just get another one.
If too many use it, it would be best to start coming up with standards on a per game basis. 2025-2045 are for backgrounds in SFZ2, for example.
the stage interactions the readme entailed wouldn't work with the mugen install I commonly use...but they did work with a clean install of mugen...there is something wrong then, it should work on every version of mugen, you only need the character and the stage together. Did you overrided the common.cns or something? Maybe you just picked the wrong KFM =P
Posted by VIB
in Character - Stage interaction (Started by VIB April 11, 2004, 01:17:59 pm

Posted by VIB
in Attempting a Standard (Started by Mercykiller March 15, 2004, 11:17:40 pm
Posted by VIB
in Hi Res stage discussion (Started by Sakura March 05, 2004, 09:49:54 pm