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Cyanide

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Messages by Cyanide

    

Re: Evolving MUGEN

 December 30, 2014, 06:27:05 am View in topic context
 Posted by Cyanide  in Evolving MUGEN (Started by delete my account November 29, 2014, 09:51:34 pm
 Board: M.U.G.E.N Discussion

Go to his site. Check his wips. Cloud has pixel removal animation and his clsnboxes are completely fucked.
    

Re: How does one make a character feel more like a fighting game?

 December 28, 2014, 08:25:05 am View in topic context
 Posted by Cyanide  in How does one make a character feel more like a fighting game? (Started by shotgun160 December 27, 2014, 05:56:10 pm
 Board: M.U.G.E.N Discussion

I would recommend darkstalkers over SF3 due to the exaggerated poses and proportions during moves. Gives an excellent feeling of weight. Check out victor specifically for someone doing humanoid attacks but with a lot of emphasis on the impact points.
    

Re: Most overused Mugen character in your opinion?

 December 27, 2014, 08:19:05 am View in topic context
 Posted by Cyanide  in shitpost r us (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

    

Re: Underrated MUGEN opinions

 December 27, 2014, 01:38:58 am View in topic context
 Posted by Cyanide  in shitpost r us (Started by Do not even ask October 28, 2012, 10:37:23 am
 Board: All That's Left

How is makedust a hidden piece of code? It's right there in the docs. Also deprecated from the olden days. I still like it though because the dust sprite they have is nice for little kickups of it.
Quote
MakeDust

This controller is deprecated; use the Explod controller.

Creates dust effects.

Required parameters:
    none
Optional parameters:

    pos = x_pos, y_pos (int)
        Specifies the position that the dust should be drawn at, relative to the player's axis. Defaults to 0,0.
    pos2 = x_pos, y_pos (float)
        Specifies the position to simultaneously draw a second dust cloud at. If omitted, the second dust cloud is not drawn.
    spacing = value (int)
        Determines the number of frames to wait between drawing dust clouds. For instance, spacing = 3 (the default) will draw a new cloud of dust every third frame. spacing should be 1 or greater.

Example:
    none

    

Re: Evolving MUGEN

 December 19, 2014, 06:08:44 am View in topic context
 Posted by Cyanide  in Evolving MUGEN (Started by delete my account November 29, 2014, 09:51:34 pm
 Board: M.U.G.E.N Discussion


Aren't there really fancy screenpacks that support character sprite upon choosing, but they aren't animated? And, he was made. By Masupnu-KunZ or something like that.

Why yes. Also I really do mean the animated select stance portraits. And the cut scenes.... And the judgements just like in Street Fighter 3 Third Strike. You know those Judgement Girls that decide who's the victor? That'll be really awesome.
The animated select screen portraits are an assload of work and annoyingly limited as you can't simply "add" another character. Oh, i want a new character. I'll just pull out his stance, and then extract the cursor animation and make it larger by 1 screen, then add my sprites in after i re-palette and/or alpha channel it, then i'll readd the cursor to the sff file, alter the animation and i can finally add this character.

Oh wait, i don't like him any more and want to remove him, welp revert all that. Ick.
    

Re: should i keep making more characters?

 December 11, 2014, 08:25:24 am View in topic context
 Posted by Cyanide  in should i keep making more characters? (Started by Shin Mako December 11, 2014, 08:09:39 am
 Board: M.U.G.E.N Discussion

Do you enjoy making stuff. If the answer is yes you keep doing it. If the answer is no you stop.
    

Re: Can mugen AIs pass the Turing test?

 December 11, 2014, 05:31:55 am View in topic context
 Posted by Cyanide  in Can mugen AIs pass the Turing test? (Started by Speedy9199 December 10, 2014, 10:56:57 pm
 Board: M.U.G.E.N Discussion

The chess challenge is a memory thing actually. Take 2 grand masters, in one game you're white, the other you're black.

White moves, you go "OK" and play the same move against black player, wait for black to play, then return to white, using blacks move. Options are you win 1 and lose 1, or both stalemate. More impressive the more chess players there are (seen this on darren brown) where you play against 10 people, 5 you're white, 5 black. It's also less clear that you're playing them off against each other. You're going to win a couple.

Mugen however can never be thought of as human as the patterns in AI become too obvious.
    

Re: Evolving MUGEN

 December 06, 2014, 03:57:54 am View in topic context
 Posted by Cyanide  in Evolving MUGEN (Started by delete my account November 29, 2014, 09:51:34 pm
 Board: M.U.G.E.N Discussion

Quote
As long as MUGEN reads the file why isn't it possible to literally just show it on a clipboard like the debug menu? It doesn't have to be slick, it could just be text.
Probably because in order to catch everything it would include compatibility with old characters, and you'd see

AI
abcxyxyxyxyzzzzz

AI1
abcysaxzzzzzy

Before you got to the actual moves, and then you'd see 3-4 versions of them to encompass easy keyboard commands, alternate command structures and negative edge.
    

Re: Feedback to Warnings/Decisions

 December 05, 2014, 05:33:33 am View in topic context
 Posted by Cyanide  in Feedback to Warnings/Decisions (Started by Iced February 24, 2012, 09:43:26 pm
 Board: Feedback

If he is under 13 then he's technically breaking the terms of service unless his parents have given the OK, which can't really be verified.
    

Re: What are 5 characters you think everyone should download?

 December 03, 2014, 05:53:03 am View in topic context
 Posted by Cyanide  in What are 5 characters you think everyone should download? (Started by Umezono December 02, 2014, 04:17:26 pm
 Board: M.U.G.E.N Discussion

These aren't even characters i am mad crazy about but i think people should have them because of what they brought to mugen, i may list more than 5

Super Mario: Shin Ryoga and NeoAnkh
Dragonclaw: Reu
Vans: Anything KoF.
Felicia: Jesuszilla
Omega Red: Me
Babel Sword: Tatsu
SMB 1-1: Bane84
Something by POTS that's not an amusing character, they have had quite the impact

There are possibly a couple of other ones that are properly impressive and/or have spawned spinoffs that last ages, can't think what they are though.
    

Re: Certain features inherently hardcoded?

 November 30, 2014, 06:48:21 am View in topic context
 Posted by Cyanide  in Certain features inherently hardcoded? (Started by Bannana November 30, 2014, 02:45:53 am
 Board: Development

Oh no, you could imitate guard fine. You just can't pick up the guard damage meaning you basically make a guess of some sort with gethitvar

lifeadd
trigger1 = time = 0
value = gethitvar(damage)/4

or something. Which won't give you the right amount for the attack necessarily. Probably won't make the guardspark show up either. Those states annoy me a bit because they are so locked down

Only real way to do it is edit those states for the effects you want in terms of autoguard and shit. Most people afaik haven't done this.
    

Re: Certain features inherently hardcoded?

 November 30, 2014, 03:18:18 am View in topic context
 Posted by Cyanide  in Certain features inherently hardcoded? (Started by Bannana November 30, 2014, 02:45:53 am
 Board: Development

No, if you put one of those states in your CNS it will override. But certain functions cannot be easily bypassed.

Walk, jump, crouch, those changestates are hardcoded. You need to actually remove ctrl altogether to achieve something else without entering those states. The invulnerability when there are 10 ticks to go before you stand up, that's hardcoded (and a bit broken if you break the state when that happens, if you need a shorter liedown, edit the state shorter, don't change the liedown time or you'll be invulnerable too fast)

How mugen behaves for round start and end is also hardcoded. End is particularly annoying as p2 must be in 5150 at some point for you to win.

Being hit is just a bit awkward to follow. If you can follow the states accurately mugen will behave itself

Guard is hardcoded in terms of taking block damage. Those states are the only ones that take it, there is no other way afaik to implement guard damage from the opponents hitdef.
    

Re: In-game Transformations into Other Characters

 November 28, 2014, 06:58:35 am View in topic context
 Posted by Cyanide  in In-game Transformations into Other Characters (Started by SSJKJ October 26, 2014, 03:11:40 am
 Board: Development

They either used a front end to emulate the mugen select screen (see borghis "the black heart") or they did exactly what Xgargoyle said and worked round the custom states issue cos it's a full game.
    

Re: In-game Transformations into Other Characters

 November 27, 2014, 07:48:56 am View in topic context
 Posted by Cyanide  in In-game Transformations into Other Characters (Started by SSJKJ October 26, 2014, 03:11:40 am
 Board: Development

I know i suggested that for mugen. And it probably was suggested for all of those. But the problem is none of those are hugely popular. It's a shame xnamugen wasn't continued with. Easily the best one for compatibility and progress.

And the source is out there if people wanted it.
    

Re: In-game Transformations into Other Characters

 November 22, 2014, 07:31:04 am View in topic context
 Posted by Cyanide  in In-game Transformations into Other Characters (Started by SSJKJ October 26, 2014, 03:11:40 am
 Board: Development

You character will be increasing bugs when the grappler has 90% of his moveset NULLIFIED so your character can stay in a fancy sprite form. The way around this is not up to the grappler. His moves work perfectly on most of mugen. And in fact work on your character provided it's not transformed.

At that point, the problem is yours. "works on everything except X" means X is the problem. In this case, your solution is X.
    

Re: In-game Transformations into Other Characters

 November 22, 2014, 04:06:24 am View in topic context
 Posted by Cyanide  in In-game Transformations into Other Characters (Started by SSJKJ October 26, 2014, 03:11:40 am
 Board: Development

Removing the option of custom states for your opponent destroys a huge number of moves. I assume you never play grapplers. Cos this nullifies 90% of their attacks. It kills all throws. It kills certain attacks that display fancy hit anims like stun or dizzy. It breaks more than it fixes. You either have your character changing back, briefly to the non transformed state, or you remove most of a characters move set. Which is more problematic?
    

Re: In-game Transformations into Other Characters

 November 11, 2014, 05:55:23 am View in topic context
 Posted by Cyanide  in In-game Transformations into Other Characters (Started by SSJKJ October 26, 2014, 03:11:40 am
 Board: Development

Dunno, i did a rather long statedef call once and it accepted that. Well over a trillion I forget if i tested animations. Starting out at 10000 or even 100k would be acceptable start points for this.

    

Re: In-game Transformations into Other Characters

 November 08, 2014, 03:56:31 am View in topic context
 Posted by Cyanide  in In-game Transformations into Other Characters (Started by SSJKJ October 26, 2014, 03:11:40 am
 Board: Development

Nope, nobody has done it. It's time consuming. The person would have to make 30 or so special animations, and then any custom state is done with a bunch of changeanim2's rather than a single one. It doesn't screw your variables round or require a community variable for it.

Does require the transformations to use a constant + 10000 for all the anims though.
    

Re: In-game Transformations into Other Characters

 November 08, 2014, 03:11:28 am View in topic context
 Posted by Cyanide  in In-game Transformations into Other Characters (Started by SSJKJ October 26, 2014, 03:11:40 am
 Board: Development

Every other solution put forward needs cooperation.

Probably the least intrusive which doesn't need a variable was one E came up with some time ago. Where you actually include each required animation in your .air file. That way the person at the other end can do changeanim if anim = blah, without it buggering up. You would not then use an animation, but assemble it with changeanim2's. The transformee needs them as well for each transformation, but that's something you'd do anyway.

It still requires people to start coding like that. If there is no willingness to set aside a variable it's unlikely to happen.
    

Re: The amount of math you should know to create for mugen

 November 01, 2014, 03:45:42 am View in topic context
 Posted by Cyanide  in The amount of math you should know to create for mugen (Started by Speedy9199 October 16, 2014, 06:02:47 pm
 Board: M.U.G.E.N Discussion

That makes sense but really did not help during the learning process.