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Re: Darkside Chameleon

 December 28, 2014, 06:42:46 pm View in topic context
 Posted by Rent  in Darkside Chameleon - Multicharacter (Started by Rent July 29, 2014, 01:22:33 pm
 Board: Projects

Updated chameleon, made some progress to conclude 2014.

There's a Character Select Menu that lets you select a sub-character before a match. Hold down during the pre-intro to access it.

Cage and Vela's designs are complete, but their damage, hitboxes and hitdefs haven't been worked on yet. Working on Vela's summoning mechanics. Cheers!

    

Re: List your Top 5 reasons you don't get your projects done

 November 22, 2014, 10:15:57 am View in topic context
 Posted by Rent  in List your Top 5 reasons you don't get your projects done (Started by extravagant October 05, 2014, 07:22:32 pm
 Board: M.U.G.E.N Discussion

3- people still end up insulting you even after all the time you spent working on something for their entertainment ( justask most mugen creators about it )

4- not getting the result you hoped for in the end

5-nothing profitable (if your talking about mugen project , and anything else still count if the past points are relevent in them)
I have a few rebuttals.

3. Ignoring the fact that you're making something you think *other* people want, I've found that despite how shitty I've been outside of MUGEN creation, I've never had people insult me for making something. Feedback yes, but insults, never. Except for Sol_Badguy_Z but as has been shown in the past, he's one can short of a six-pack so whatever.

well... the way some people write, makes it hard to find feedback. ie. "This character was done before" or "not another _____". I mean, what would someone do with this information.. Feedback is only helpful if it points out a problem and attempts to give a solution to fix it. If a person can't find anything useful in what someone else has to say, then it feels like public humiliation. This community is very good at being helpful and supportive, but every once in a while, I do see people being snide.
    

Re: In-game Transformations into Other Characters

 November 22, 2014, 09:41:50 am View in topic context
 Posted by Rent  in In-game Transformations into Other Characters (Started by SSJKJ October 26, 2014, 03:11:40 am
 Board: Development

actually, the more I think about it, you're right, it's a disservice to take away an opponent's features, for a transform's visual consistency. and it ultimately hurts the game's experience. At first I was thinking that if it's acceptable for boss characters, then it should be acceptable for transforms. but the difference is that boss characters are intended this way, whereas transforms had to be augmented due to a fundamental flaw in Mugen's design.

Truth be told, there really was never a concrete method to handle a transform in a custom state. leaving us with really sucky options. But after reading the post again, I really like ZzEzZ's  solution. because it gives the users an interpretive transition between the custom state and the transform.

Whenever the transformed character goes into a custom state you can flash the screen and add small FX to your character (energy leaving them, etc.) under a helper or state -2, so that it looks like they were forced to detransform by losing power. Then when they come back into their own states (transformed animations, etc.) have the special FX reverse, so it looks like they gained power back and retransformed. That's the best solution I could come up with for the transformation flaw.

    

Re: In-game Transformations into Other Characters

 November 22, 2014, 06:18:52 am View in topic context
 Posted by Rent  in In-game Transformations into Other Characters (Started by SSJKJ October 26, 2014, 03:11:40 am
 Board: Development

Well, the point of obfuscating enemy custom states is to get rid of potential bugs against new characters. If custom state obfuscation increases the amount of bugs, then I'm wrong. But if it takes away gameplay features of a certain framework -- then that is a preference. We do it all the time -- with boss characters, superarmors, mini-games in exchange for novel experiences.

As a developer of a transformable character, I'd prefer to have my transform re-interpret entry into a custom state as a normal hit, than to have it go haywire in a custom state. I can't have my transform malfunctioning against another character because that other character wasn't conditioned. There is a lot of gameplay value when using custom states. But there is also a lot of value in transformable characters. The two just have a hard time coexisting.

I suppose this argument is hard because we have different assumptions about what we want/expect out of mugen: We establish a specific framework for a set of characters to achieve fairness, BUT it limits diversity. ie. skills grappling could be the deciding factor in who wins a match. Without this framework, developers are free to create what they want, but then matchups become completely unfair. So ultimately, it comes down to our preferences about what we want out of the game as individuals.
    

Re: In-game Transformations into Other Characters

 November 22, 2014, 03:19:53 am View in topic context
 Posted by Rent  in In-game Transformations into Other Characters (Started by SSJKJ October 26, 2014, 03:11:40 am
 Board: Development

I've coded a transformable character before/ in the process of coding a transformable character. Enemy Custom states are a huge problem. But instead of creating an entire game around transforms, I used an anti-custom state code to deny entry into custom states. It switches the character back to his own set of states once the code detects he is no longer in his own set of state (using a comparison between statedef -2 and -3).

custom states give a lot of flexibility to Mugen, but we don't necessarily need them - there are also targetbinds that can be used as an alternative. Until mugen gets transform support, I'd rather deny the enemy's use of custom states against a transformable character, than to abolish the use of transformable characters or to only have them playable under specific games.

In addition, I believe mugen's future lies in multi-characters, entire games encapsulated within 1 character. we've explored an infinite number of character themes, the next step would be to combine them into sets of themes. :P
    

Re: Problems with ScreenBound

 November 22, 2014, 02:32:37 am View in topic context
 Posted by Rent  in Problems with ScreenBound (Started by Odb718 November 09, 2014, 08:25:38 am
 Board: M.U.G.E.N Development Help

this is a little bit of an unconventional solution but, you could probably have a helper perform the visuals of the move, make yourself invisible and invulnerable (your screenbound = 1/ p2 = 0) to lock the screen in place.

the camera will follow you because you have screenbound = 1 while P2 has screenbound = 0. so you can lock the screen wherever your P1 exists. additionally, Since P1's position controls the camera, you can move P1 (and the camera with it) wherever you want (for future moves).

it's going to require a lot of restructuring though...
    

Re: Darkside Chameleon

 November 22, 2014, 01:38:25 am View in topic context
 Posted by Rent  in Darkside Chameleon - Multicharacter (Started by Rent July 29, 2014, 01:22:33 pm
 Board: Projects

XD oh haha, well I feel uneasy releasing projects I haven't made significant progress in, but guess I could post a mini-mini-mini-progress update. I've just been working on the transformable characters:

So far I've only been able to bring Cage to sub-par "playable" conditions. This transform brings back the contra/commando theme & mercenary from a post-apocalyptic war background. He can switch between his gun and his knives -- which can change his playstyle from slow and ranged, to fast and melee.



Vela, the character I'm spriting now, is very goddess-like. She surmounts ferocity similar to Sula/Uranus ( from bloody roar) but has some composure of grace. I have tons of plans for Vela: Aside from her energy projectiles she'll use a chain whip (similar to Ivy from soul calibur). She will also be able to float and will have a very unique air-combo playstyle.

Honestly, I'm stuck on spriting, I'm a strong coder, but a very weak artist :( Each of the sprites are taking me 15-35 minutes to make (~400 sprites total). 150 sprites to go... BUT once I get over this barrier, I can start coding -- which is where the magic happens haha.

In the future, I'm going to change transforming to be more of a direct mechanic, because the current transformation system is just too hidden. In order to design the transforms to be more straight-forward, they will be directly accessible from Elemental Chameleon, instead of transforming to Darkside Chameleon, then transforming again. Each "acolyte" will be able to transform back anytime.



Additionally, I'm going to design a selection menu at the start of the match for quick access. Players will be able to select whoever they want before the match starts. the selection menu will look similar to the bottom row of this picture.

DOWNLOAD

this version has a lot of bugs cos its been restructured to accommodate many characters. But it does give you the opportunity to try out Doomslayer Cage: give it a try (first link updated as well).

TO TRANSFORM TO CAGE:
First trasnform to darkside chameleon [Hold C + Down + Down   --then->  Tap C + Down]
Then create a Forceball  [Down + Back + C]
Create Void Ball by casting Thunder near Forceball [Fwd  + Down + C]
Transform to Cage (be behind Void Ball)   [Down + Fwd  + C        --then->  Down + Fwd]
*this process will change in the next update.

---OR--- if you have the technical know-how you can open up the CNS file and want to try cage out directly, you can skip the transform heirarchy and use ctrl + F to find "Test", this should bring you to the character switch controller. In this controller, change var(0) = 0 to var(0) = 3
    

Re: List your Top 5 reasons you don't get your projects done

 October 28, 2014, 07:33:41 am View in topic context
 Posted by Rent  in List your Top 5 reasons you don't get your projects done (Started by extravagant October 05, 2014, 07:22:32 pm
 Board: M.U.G.E.N Discussion

1) SPRITING -- a lot of you guys are lucky enough to be both artists and programmers. Love programming, can't do art, especially not 200+ sprites of them
2) Making unrealistic goals for my projects
3) Working under the temptation of the internet
    

Re: Some questions in my mind

 August 18, 2014, 06:13:31 am View in topic context
 Posted by Rent  in Questions about trigonometric and logarithmic triggers (Started by Fighting Toys Freak August 18, 2014, 02:51:47 am
 Board: M.U.G.E.N Development Help

all of these movements are really used to describe the movement of a particle within mugen space. They are just shortcuts so you don't have to define a velocity for each tic. Luckily, mugen is only 2D, so that simplifies our usages of these triggers by a ton. I've used trigonometry in a lot of my coding to dynamically change the angles of projectiles. lets say you want to make a projectile target P2 (wherever he is... instead a simple forward moving projectile).

the code for a projectile moving forward (and no other direction) would be:
X = 5
Y = 0

in the velset state controller. but if you want to move it angled, you would have to breakdown the vector 5 into it's X and Y components using sin and cos


the angled code above sets an initial angle, and the sin and cos are used to break down the hypotenuse (vector movement speed of 5) into it's X and Y velocities.

To take this even further, you can create a variable to set the angle to whatever you want. To make your projectile target P2 (or if you even wanted, another helper). you would have to find the angle between P1 and P2 using tangent:


**Note the code in the picture should say "atan, not arctan". and value should be var(1)

set this angle to var(1). and you will have created a projectile that can track P2. I usually code this way, so that I don't have to upload the same sprites at different angles.

The more interesting and advanced side of coding are the use of data structures to create advanced effects or systems. ie. if you've ever programmed a stack or queue, you can create an effect similar to reversing time. the possibilities are endless with your own imagination being a limitation, hence the name "mugen", the Japanese word for infinity.

    

Re: Helper not adding hits sometimes

 August 14, 2014, 11:06:18 pm View in topic context
 Posted by Rent  in Helper not adding hits sometimes (Started by Odb718 August 14, 2014, 12:10:00 pm
 Board: M.U.G.E.N Development Help

I suppose you could use the state controller "hitadd" and add a negative value to adjust the combo.
    

Re: Revert 5-Hit Projectile

 August 14, 2014, 11:01:10 pm View in topic context
 Posted by Rent  in Revert 5-Hit Projectile (Started by DesiDesai40 August 11, 2014, 11:55:29 pm
 Board: M.U.G.E.N Development Help

no problem! for my project, I created a helper that functions similarly to a shield that can reflect projectiles, so the actual character has nothing to do with reflection. the anim = 3011 is the shield animation, but more importantly, it provides the red attack hitbox that will cause reversaldef to activate. if you want your shield to be invisible, then don't add any visible animations but you need to have the red hitboxes.

remember that, a reversaldef activates and applies when a red hitbox collides with the enemies red hitbox. therefore, this animation is necessary for the reversaldef to modify the projectile's state into your custom state.
    

Re: cant fix pcx picture to 256 colors without errors

 August 12, 2014, 06:28:28 am View in topic context
 Posted by Rent  in cant fix pcx picture to 256 colors without errors (Started by LightningZERO August 12, 2014, 01:48:20 am
 Board: M.U.G.E.N Configuration Help

For the whites, I would try opening it in photoshop, use the wand tool to select all the excess white pixels and erase them. for the black disappearing, I think its because your index color is also the exact same color black - this would cause the black to become transparent along with the parts that are supposed to be transparent. you can either change the index color to something else, or you can change your black outlines to something a little more dark-grey or dark-brown.

anyway, once you're done cleaning up the picture in photoshop, reapply the palette, and try uploading it again. hope that helps!
    

Re: Revert 5-Hit Projectile

 August 12, 2014, 02:33:17 am View in topic context
 Posted by Rent  in Revert 5-Hit Projectile (Started by DesiDesai40 August 11, 2014, 11:55:29 pm
 Board: M.U.G.E.N Development Help

I know that some version of god orochi and elder god chameleon can reflect projectiles, and there was an old article in the development section that explained the method. Elder god chameleon might be a better reference because he doesn't just reflect projectiles, he makes projectiles bounce off him. so if he can custom control that movement, perhaps that same method might work for your character (if you adjust the movement),

I've never tried what you're trying to do (so I can't exactly speak from experience), but I have coded a reflector before, here's what's in my code... if it helps at all (sorry if my notation is a bit funky, but it's what I use to keep myself organized).

REFLECTOR CODE:
Spoiler, click to toggle visibilty

but as a synopsis, reflectors use reversaldef to force the helper or projectile into a custom state, where their movement can be influenced.

your character probably can't throw back multiple projectiles at the same time because the reversaldef, probably puts your character into a different state (that would display an animation throwing the projectile back). this state probably doesn't have a reversaldef that can be used to throw the rest of the projectiles.

if you can outsource this reflector to an invisible helper (bound to P1) that doesn't change state when reversing, the reflector can probably reflect multiple times in rapid succession. you can then force your character to react by having the invisible reflector helper signal to P1 that it has successfully reflected (using parentvarsets or any other helper to root communication method of choice). what your character's animation will look like, reflecting multiple projectiles... well... is up to you. anyway, good luck! hope that helps, even if a little.
    

Re: Kofz interactive vs screen

 August 07, 2014, 11:06:18 am View in topic context
 Posted by Rent  in Kofz interactive vs screen (Started by FobiaZz August 07, 2014, 08:36:29 am
 Board: M.U.G.E.N Development Help

I've never actually programmed this myself, it seems like they put a helper in state 190 (pre-intro state), that displays the selections and read's the user's input commands to parse through the selections. pressing left/right/up/down will signal the helper to change a selection picture (such as the portrait of a different character).  your selection will then change certain variables that allow that selected character to be played to your preference. The multi-character that I made has all their sprites in one file. and one of the biggest problems with multi-characters or "transformable" characters are they can only reference the original character's spites when put into a p2 custom hit state.
    

Re: Darkside Chameleon

 August 07, 2014, 07:03:08 am View in topic context
 Posted by Rent  in Darkside Chameleon - Multicharacter (Started by Rent July 29, 2014, 01:22:33 pm
 Board: Projects

Thanks for the feedback! Chameleon is half-sized because when I tested platforming fullsized, the camera would sometimes push him down through the ice clone platform. back then, Mugen 1.1 wasn't out, so we were locked in screen. now that mugen 1.1 is available, the character was too developed to convert. ya the hitboxes are currently very inaccurate. it's a difficult resize right now, because i'm using a custom hitbox method so helpers can communicate with each other - these do not scale with character scaling.

I'm currently in my development phase, so my objective is to get all my ideas functioning (sometimes they barely do). After, I'll then address the hitbox accuracies, scaling, damage/fairness, in my optimization phase (probably will get to it around November).

for transformable character, GRIM, I'm actually testing a different type of platforming, where both P1 and p2 can stand on a platform and fight on it, interestingly, the methods are completely different!! (ie. compared to what you see in super mario secret stage) I love it! I'll post a progress update vid in the next few days.
    

Re: Looking for a master.

 August 03, 2014, 12:54:23 pm View in topic context
 Posted by Rent  in Looking for a master. (Started by MegaMan5001 August 02, 2014, 10:38:55 pm
 Board: Introductions and Guides

hello!!!!! getting into coding takes quite some dedication and can feel frustrating in the immediate, but in the long run is totally worth it. I started learning about 2 years ago. I learned all the basics and intermediate techniques from Ryon's Tutorials these are really good videos because he explains the objective of the tutorial, the technique, and how the code pieces together to reach the objective. So you'll have a better experience with troubleshooting because he helps you understand the "bigger picture". you can learn some advanced techniques from reading some of the posts in the development and help forums or asking.

anyway good luck!!
    

Re: Remaining Frozen in Position

 August 03, 2014, 12:22:18 pm View in topic context
 Posted by Rent  in Remaining Frozen in Position (Started by Fighting Toys Freak August 02, 2014, 08:59:56 pm
 Board: M.U.G.E.N Development Help

erm, i think this code has too many parameters, velocity should only have 2 parameters, where i see 4 parameters.

Code:
airguard.velocity = -3*(P2StateNo!=278),-3*(P2StateNo!=278),-3*(P2StateNo!=278),-3*(P2StateNo!=278)	;Guard velocity


the velocity -3 was just an example of how you can control the code under different conditions, you should your own pushback velocity when P2 isn't frozen in place.

anyway, try that out. let me know if the syntax error goes away

oh if you're going to use the targetbind strategy, you should bind P2 to a helper, not P1
    

Re: Post your picture thread

 August 03, 2014, 02:45:54 am View in topic context
 Posted by Rent  in Post your picture thread (Started by Gaptooth INC. April 02, 2006, 11:06:12 pm
 Board: All That's Left

from Narnia remember? I gave you those cocaine-infused turkish delight and made you turn against your friends!! haha idk maybe :P, ever been to California? I don't have much online exposure - apparently I only post an average of once every 100 days :X
    

Re: Remaining Frozen in Position

 August 03, 2014, 01:42:34 am View in topic context
 Posted by Rent  in Remaining Frozen in Position (Started by Fighting Toys Freak August 02, 2014, 08:59:56 pm
 Board: M.U.G.E.N Development Help

P2's placement can be influenced in a lot of ways. for one, a player can simply move a player by moving towards him. the can be prevented using player push. another could be your hitdef velocities.

ground.velocity = x_velocity, y_velocity (float, float)

you can probably modify the ground velocity to NOT push P2 when he is in your custom state

ground.velocity = -3*(P2stateno != 278),  -3*(P2stateno != 278)

vel is -3 if P2 is in any other state, vel is 0 if P2 is in your custom state.

if these changes still don't work, you might have to explore some kind of targetbind.
    

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

 August 01, 2014, 03:15:31 pm View in topic context
 Posted by Rent  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

hey, can someone help me identify the songs in the fight scenes of this mugen masonry vid?

it's gotta be some kind of sengoku x basara song or samurai showdown. even giving a suggestion of where I can look or where it could possibly have originated would be very helpful.