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A guy from down the bay

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Messages by A guy from down the bay

    

Problem with MVC2 kong characters after..

 August 16, 2010, 11:06:23 am View in topic context
avatar  Posted by A guy from down the bay  in Problem with MVC2 kong characters after.. (Started by A guy from down the bay August 16, 2010, 11:06:23 am
 Board: M.U.G.E.N Configuration Help

I patch up in tag team workshop. Now they're functional under the tag mode; however, the characters can not give damage to their opponets. Instead they can only recieve damage from their opponets. I tried using Kong's magneto pulled out all of Mag's super and none of them gave any damage to the opponet. So I'm wondering how can i fix this?

Thanks to anyone who knows what I'm talking about.
    

Re: [Fighting System] AnkoAsuFS (NeoGeo Style) v1.2 UPDATED

 July 31, 2009, 10:27:33 am View in topic context
avatar  Posted by A guy from down the bay  in [Fighting System] AnkoAsuFS (NeoGeo Style) v1.2 UPDATED (Started by Master Yoda July 07, 2009, 06:18:01 pm
 Board: Found Releases

Damn I didn't realize YOU were the one that made the translation, good shit bro!!! :sugoi::sugoi::sugoi:

Nah it's cool hades lol, If you have't gotten S-combination to work on your mugen than it's probably going to be a pain in the ass for me try it lol.

However if you have can you post up an example of how you coded your chars with S-combination in them.

    

Re: [Fighting System] AnkoAsuFS (NeoGeo Style) v1.2 UPDATED

 July 30, 2009, 09:44:57 pm View in topic context
avatar  Posted by A guy from down the bay  in [Fighting System] AnkoAsuFS (NeoGeo Style) v1.2 UPDATED (Started by Master Yoda July 07, 2009, 06:18:01 pm
 Board: Found Releases

Aight Hades can you give a quick summary of how you add the S-combinations into the characters because the guy's tutorial sort of helps but is a little confusing. If you're able to simplify for us coding n00bs much love would be appreciated man. ;D
    

Re: [Fighting System] AnkoAsuFS (NeoGeo Style) v1.2 UPDATED

 July 19, 2009, 01:49:02 am View in topic context
avatar  Posted by A guy from down the bay  in [Fighting System] AnkoAsuFS (NeoGeo Style) v1.2 UPDATED (Started by Master Yoda July 07, 2009, 06:18:01 pm
 Board: Found Releases

Hahaha IT WORKS!!! Thanks again for your help hades. ;D

Only problem I have now are characters who are over 128 commands.  :-\
    

Re: [Fighting System] AnkoAsuFS (NeoGeo Style) v1.2 UPDATED

 July 18, 2009, 11:25:36 pm View in topic context
avatar  Posted by A guy from down the bay  in [Fighting System] AnkoAsuFS (NeoGeo Style) v1.2 UPDATED (Started by Master Yoda July 07, 2009, 06:18:01 pm
 Board: Found Releases

OOOOOHHH!!! I get what you're saying now, it would have been easier to write semicolon instead of showing the sign but your example made since. I'll give that a shot and let you know if it works
    

Re: [Fighting System] AnkoAsuFS (NeoGeo Style) v1.2 UPDATED

 July 18, 2009, 10:25:25 pm View in topic context
avatar  Posted by A guy from down the bay  in [Fighting System] AnkoAsuFS (NeoGeo Style) v1.2 UPDATED (Started by Master Yoda July 07, 2009, 06:18:01 pm
 Board: Found Releases

Okay, after reviewing your advice hades and looking at the instructions I've concluded that something isn't right...

Anyways the instructions say this->

How can we change depends the posibillities that we can found:
---------------------------------------

*If the char doesn't have
[statedef -2] nor [statedef -3]
don't touch nothing and ready.

*If has : [statedef -3]
But don't have: [statedef -2]
Only change this -3 for -2
and only this -3 (the complete text of:
[statedef -3])

*If the char have: [statedef -2]
but don't have: [statedef -3]
don't touch nothing

*If the char have the 2 mentioned things
delete the: [statedef -3]
and put this in the bottom of: [statedef -2]

*If this last case: [statedef -3]
is in other .cns different like: [statedef -2]
delete the phrase: [statedef -3]
copy and cut all the txt that be in down of this and put in the bottom of the bottom of all the code of: [statedef -2] (the other .cns)


Now I've been mostly running the bolded case alot and I'm not sure where exactly in the statedef do a copy into statdef 2 F.E. take this from KYO XI:
Spoiler, click to toggle visibilty

Now can someone tell me where statedef -3 ends at from the given coding above?

and where would I post it at in Kyo's XI statedef -2:
Spoiler, click to toggle visibilty

If this seems too confusing would anyone mind talking on GMail chat or mugen-infantry chat???
    

Re: [Fighting System] AnkoAsuFS (NeoGeo Style) v1.2 UPDATED

 July 18, 2009, 04:29:42 pm View in topic context
avatar  Posted by A guy from down the bay  in [Fighting System] AnkoAsuFS (NeoGeo Style) v1.2 UPDATED (Started by Master Yoda July 07, 2009, 06:18:01 pm
 Board: Found Releases

Well I think my situation is I don't know how long the state defs are because they seem short for some characters but long for others, how can I find out the length's for the characters statedefs?
    

Re: [Fighting System] AnkoAsuFS (NeoGeo Style) v1.2 UPDATED

 July 18, 2009, 08:23:10 am View in topic context
avatar  Posted by A guy from down the bay  in [Fighting System] AnkoAsuFS (NeoGeo Style) v1.2 UPDATED (Started by Master Yoda July 07, 2009, 06:18:01 pm
 Board: Found Releases

Yo I'm really trying to use this program but most of my mugen roster doesn't really work when I try to delete the statedef 3's and paste them at the end of statedef -2. Is it that I'm posting them in the wrong sections of the statedef -2 or something else?

Can someone also give me a list of working characters for the program that I know will work?

So far I know:

Angel by Jin

Athena by Ahuron

cvsvice by warasuki3

and of couse KFM.

If anyone has more characters they know that work for this program post 'em up.
    

Re: Cvs FinalFight stage released by MINI43

 October 17, 2007, 04:08:47 am View in topic context
avatar  Posted by A guy from down the bay  in Cvs FinalFight stage released by MINI43 (Started by ^^ September 27, 2007, 03:11:46 pm
 Board: Found Releases

Thank you very much sir! ;D
    

Re: So do you guys rather watch player vs Ai matches of mugen or Ai vs Ai

 October 16, 2007, 06:46:39 am View in topic context

I disagree have you ever played KOF mugen full game that came out a few years back???

That was real perfect imo for gameplay.

I forgot what it was called though, but it showed if you give it time you can create balanced games on mugen though.

I don't know how good the AI was but alot of people said that KOF mugen game was the best balanced full game on Mugen.

I think there is HOPE though for good A.I. if we could focus more time in it.
    

Re: So do you guys rather watch player vs Ai matches of mugen or Ai vs Ai

 October 16, 2007, 06:23:31 am View in topic context

 ;Pwhoops your right I meant this thread-

http://www.mugen-infantry.net/index.php?topic=84404.0

and I didn't mean to say it was a top AI thread but characters with GOOD AI, they dont' say who the best is just show characters with AI that kicks ass.

Also I understand it's time consuming but if the creators are willing to take the time (even though it's considered a waste of time to others) a lot of characters' AI's wouldn't be so "predictable."

    

Re: So do you guys rather watch player vs Ai matches of mugen or Ai vs Ai

 October 16, 2007, 05:49:44 am View in topic context

I'd say half and half of Ai is predictable and the other half isn't bad one bit.

On Mugen infantry there's a top A.I. thread in which they talk about which creators actually make good A.I. and which don't but still make good characters in the end.

Edit: Here's the thread - http://www.mugen-infantry.net/index.php?topic=84349.0
    

Re: So do you guys rather watch player vs Ai matches of mugen or Ai vs Ai

 October 16, 2007, 05:43:02 am View in topic context

This is MUGEN though the A.I.'s aren't as screwed up as a regular fighting game's A.I., the AI can play as well as a player can if the creator is a good programmer.
Um, thats just plain wrong --;
Two different creators can make their characters AI drastically different. Its one thing if they were made by the same creator, but chances are thats not the case.

That's exactly what I'm saying man, the characters' A.I. in mugen isn't the same like in a regular fighting game because each creator's A.I. can do more than just the same patterns, they do multiple patterns. Unlike a regular fighting game in which you pick up patterns, but in Mugen that doesn't have to happen, the character can be as unpredictable as the creator wants.


You can't see shit in Simul and it gets crammed(or w/e) you can't really think of a strategy..

In a player's perspective your right 'bout that which is another reason I don't play simuls but rather watch them and see the possibilities that could go down with this creator's AI and having that creator's A.I. on the same team, seeing how much crap they can mess up against the other's teams. What if the other team can mess them up real bad with their combos though? It's the possilbilities that interest me alot.
    

Re: So do you guys rather watch player vs Ai matches of mugen or Ai vs Ai

 October 16, 2007, 05:34:49 am View in topic context

Okay, that's how you feel I'll respect your thoughts if I could ask though, how come you find simuls boring????

Also of course peeps like player vs player more frequently than AI. ::)

This is MUGEN though the A.I.'s aren't as screwed up as a regular fighting game's A.I., the AI can play as well as a player can if the creator is a good programmer.

Normally I watch AI vs AI with simuls is because what combos could this group pull off and what would it end up becoming.

That's why I like the simul matches you never know what combos could be created (even if only the AI can do it at times). It still entertain me's a little.

That's why I like them but I'm focus why no one's entertained on the combo aspect of Simuls???
    

So do you guys rather watch player vs Ai matches of mugen or Ai vs Ai

 October 16, 2007, 05:26:08 am View in topic context

Hello people I just wanted to know what type of vids I need to put out that y'alll would wanna watch.

I did a tournament of AI matches and it seems no one truly cares so I'm trying to figure out WHAT you guys do care in mugen matches?

    

Re: Cvs FinalFight stage released by MINI43

 October 16, 2007, 05:22:09 am View in topic context
avatar  Posted by A guy from down the bay  in Cvs FinalFight stage released by MINI43 (Started by ^^ September 27, 2007, 03:11:46 pm
 Board: Found Releases

Look I know  this may seems simple for you guys but to me it's hella confusing trying to figure out how I can move the shadows so they appear on the wall. I'm really trying to understand how I can fix this.
    

Re: Cvs FinalFight stage released by MINI43

 October 16, 2007, 03:02:45 am View in topic context
avatar  Posted by A guy from down the bay  in Cvs FinalFight stage released by MINI43 (Started by ^^ September 27, 2007, 03:11:46 pm
 Board: Found Releases

Well gave it a shot but couldn't find exactly where you move the shadow to the wall yet...


Would this be it?

[Shadow]
color=38,38,38
yscale=1

If it is how can I make it so it'll show up on the wall instead?
    

Re: Cvs FinalFight stage released by MINI43

 October 15, 2007, 02:49:43 pm View in topic context
avatar  Posted by A guy from down the bay  in Cvs FinalFight stage released by MINI43 (Started by ^^ September 27, 2007, 03:11:46 pm
 Board: Found Releases

Where would I go in the DEF to do it though?
    

Re: Cvs FinalFight stage released by MINI43

 October 15, 2007, 02:40:44 pm View in topic context
avatar  Posted by A guy from down the bay  in Cvs FinalFight stage released by MINI43 (Started by ^^ September 27, 2007, 03:11:46 pm
 Board: Found Releases

So does anyone know how I can the CvS1 stage with the shadows on the wall or add them myself??
    

Re: Cvs FinalFight stage released by MINI43

 October 15, 2007, 01:26:21 am View in topic context
avatar  Posted by A guy from down the bay  in Cvs FinalFight stage released by MINI43 (Started by ^^ September 27, 2007, 03:11:46 pm
 Board: Found Releases

Well how do you get the shadows in the BG to show up on the wall??

I downloaded the link version and didn't show the BG's on the wall.