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Messages by mofowo

    

Re: Way to simulate DefenceMulSet

 May 09, 2014, 09:47:10 pm View in topic context
avatar  Posted by mofowo  in Way to simulate DefenceMulSet (Started by mofowo May 07, 2014, 03:50:03 pm
 Board: Tips, Tricks, Tutorials

Big THANKS for helping Odb718  :) .

I was testing this code:
Code:
[State 0, SSJ_DefenceMulSet_simulate]
type = LifeAdd
triggerall = Var(6) = 2
trigger1 = GetHitVar(damage) > 0
value= floor(GetHitVar(damage)/2.4)

and it's actually good enough for using. It's producing these values:

low kick-1.703, medium kick-1.698, high kick-1.711, low punch-1.629, medium punch-1.706, high punch-1.636
combo1-1.54, combo2-1.651, combo3-1.609, combo4-1.565, combo5-1.57, combo6-1.554
weak_kamehame-1.623, medium_kamehame-1.648, strong_kamehame-1.667

But I wasn't able to make functional your 2nd code. Never mind, 1st one is good  :cool3: .
    

Way to simulate DefenceMulSet

 May 07, 2014, 03:50:03 pm View in topic context
avatar  Posted by mofowo  in Way to simulate DefenceMulSet (Started by mofowo May 07, 2014, 03:50:03 pm
 Board: Tips, Tricks, Tutorials

We know that DefenceMulset state controller does not work in mugen. So I was wondering how to fix it and now I want to show you first result. It's pretty simple code, but it costs much time to calculate all values to make it work properly.

The idea is add corresponding fraction of life to character when it is hitted by another. In example I've created I'm trying to add character (Goku GT) 1.6x better defence when he turns to SSJ (Var(6) = 2). Here it is:

note: code snippet must be placed in [Statedef -2] block.
note2: I'm using bigger value of Life (7738), in your case it may be something like 1000, it's not problem...

Spoiler, click to toggle visibilty

And result of it all is: It's working pretty well, but not against all characters (if they are stronger, but don't do damage more than 20% in one hit...). I don't know why. Please tell me if you will figure it out.

And 2nd thing is I was reached limitation when using integers for dividing values. I don't know if I can use float numbers for dividing in mugen. I will be glad if you will answer me.

Please try it out and tell me what you think. I will be updating this thread when will have more time and results.
    

Re: Battle with Super 17 [1.1] - Update 30/3/2014

 March 31, 2014, 12:53:07 am View in topic context
avatar  Posted by mofowo  in Battle with Super 17 [1.1] - Update 30/3/2014 (Started by mofowo April 02, 2013, 11:18:55 am
 Board: Your Releases, Mugen 1.0 +

Updated:

- re-drawn sprites
- now it's for mugen 1.1 (32-bit + zoom)
- without animations for now
    

OGG vs MP3

 October 25, 2013, 09:01:18 am View in topic context
avatar  Posted by mofowo  in OGG vs MP3 (Started by luis2345 October 13, 2013, 01:33:33 pm
 Board: M.U.G.E.N Discussion

OGG:
In most cases is technically better than MP3. OGG sounds good from 80-90 kbit/s, at 160 kbit/s you can talk about CD quality. When you converting from lossless formats like WAV/FLAC/APE - OGG is excelent. If converting MP3->OGG take care to don't have bitrate of MP3 file lower than 256 kbit/s...

MP3:
I find it as better choice for metal genre because it sounds sharper/harder than OGG for me. Of cource high bitrate is necessary here to avoid low clarity of treble...

edit: sorry, it was meant as reply in luis2345's topic, but I was logged out while writing reply and when login again didn't note it's new topic... I need rest --;
    

Re: Pan Transform

 July 20, 2013, 07:20:30 pm View in topic context
avatar  Posted by mofowo  in Pan Transform (Started by LegendTTA July 09, 2013, 08:21:13 pm
 Board: Your Releases, Mugen 1.0 +

I'm really happy for this char, thx.

My point of view:

pros:
 - SSJ Pan  ;D
 - some nice moves
 - I think her fighting balance is near optimal (timings of attacks)

cons:
 - REALLY too much simple combos
 - D+c -> I can imagine this kind of blast with some SSJ4, but Pan??
 - little bit strong AI for Pan
 - she doing too much power blasts instead of fighting
 - there isn't attackmulset for base/SSJ states
 - power blasts do same damage in both modes base/SSJ (same issue with your Vegeta)
 - when comparing to your Vegeta Transform she has much lesser different moves (because of lesser transformations). Maybe she may have more moves with more triggers (example: when  life<50% -> use other set of animations/sounds,...). Just idea...
    

Re: Fair Super Sayian Mode Multiplier

 June 23, 2013, 02:40:07 pm View in topic context
avatar  Posted by mofowo  in Fair Super Sayian Mode Multiplier (Started by Human June 23, 2013, 01:02:27 am
 Board: M.U.G.E.N Discussion

As I said before, anime multipliers aren't official, I have my reasons to consider them better than official, but discussion about it can be very long and this isn't topic about Dragon Ball.

As for game multipliers, level scaling isn't linear because it starts from 1.6x (SSJ1) and if we made it linear it would be 8.2x for SSJ3 - this is too much for normal gameplay. I was just wanted to have notable differences in power of each state.
    

Re: Fair Super Sayian Mode Multiplier

 June 23, 2013, 11:24:39 am View in topic context
avatar  Posted by mofowo  in Fair Super Sayian Mode Multiplier (Started by Human June 23, 2013, 01:02:27 am
 Board: M.U.G.E.N Discussion

I'm using higher multipliers in my DBZ compilation, because I want have best anime like/gameplay ratio. It's the way I like it, but I doubt most people like it too.

take a look (anime multipliers aren't official):

S T A T EA N I M EG A M E
base1x1.0x
SSJ110x1.6x
SSJ230x2.4x
SSJ3120x3.7x
SSJ4???x7.0x
Kaioken x20 (base)20x2.0x
Super Kaioken x2 (SSJ1)20x2.0x
Super Kaioken x2 (SSJ2)60x3.1x
Super Kaioken x2 (SSJ3)       240x           4.5x
    

Re: seravy wants to leak mugen 1.1 alpha4 ( and syn just leaked it )

 May 31, 2013, 11:23:15 pm View in topic context

Relax, MUGEN is just a game... its indeed a cool customizable game, but not worthy our swear words toward other forum members... no one is capable of pleasing everyone... actually I am, as I said, grateful that 1.1 alpha 4 has been released. Lets hope it gets better... but not killing each other with hard words... let's have respect for our community.

Hehehe online mugen would be awesome.

I agree with this, there is no good reason for attacking any member of the community. Just cooldown people.

As for mugen engine, I don't believe there would be some radical progress in therm of years, so 1.1a4 leak is good after all (there will be more stuff for 1.1 available).
    

Re: Multiple Dragon Ball stages [ 240p -> 480p ]

 April 07, 2013, 12:39:49 pm View in topic context
avatar  Posted by mofowo  in Multiple Dragon Ball stages [ 240p -> 480p ] (Started by mofowo April 04, 2013, 09:43:58 pm
 Board: Edits & Addons 1.0+

Originally, these stages were in Ristar87´s Dragon Ball Z M.U.G.E.N Edition 2011 compilation, which is first mugen game I ever played and I started to customizing it.

Saikoro, thank you for your opinion, you have right it have smudgy look. I think some stages look better with it, some worse... In my opinion the good ones are Cliff of Desolation, Janemba's Stage, New Tuffle Planet, Piccolo Waterfall and Training Field

Here is comparison of before and now:
Spoiler, click to toggle visibilty


Edit2: I'm blind, nevermind :D
    

Multiple Dragon Ball stages [ 240p -> 480p ]

 April 04, 2013, 09:43:58 pm View in topic context
avatar  Posted by mofowo  in Multiple Dragon Ball stages [ 240p -> 480p ] (Started by mofowo April 04, 2013, 09:43:58 pm
 Board: Edits & Addons 1.0+

I edited 18 Dragon Ball stages for 640x480 resolution (doubled resolution + applied Median filter for antialiasing effect)

This is the result:
Spoiler, click to toggle visibilty

.zip size: 5,36 MB

edit: screenshots uploaded
    

Battle with Super 17 [1.1] - Update 30/3/2014

 April 02, 2013, 11:18:55 am View in topic context
avatar  Posted by mofowo  in Battle with Super 17 [1.1] - Update 30/3/2014 (Started by mofowo April 02, 2013, 11:18:55 am
 Board: Your Releases, Mugen 1.0 +

I was found a little time after long time this weekend and made some changes for this stage. Still nothing special, but it's at least better than before  ;) .

Mugen version: 1.1 only
licence: free for edit and distribution
Parallax: yes
Super jump: yes
Animated: no
Zoom: yes
Color depth: 32-bit
optimal mugen resolution: 640x480
stage width: 1300px
music: included
zip size: 2,74 MB


Download from:

or


Old (crappy) version for Mugen 1.0 :
Spoiler, click to toggle visibilty