Posted by sluigi123
in SFII World Warrior Multi Character 12 in 1 Project (Started by Sheng Long December 16, 2014, 09:09:25 amBoard: Projects
Also, the shadows to be like in SFII: WW should work fine anyways.
Posted by sluigi123
in SFII World Warrior Multi Character 12 in 1 Project (Started by Sheng Long December 16, 2014, 09:09:25 am
Posted by sluigi123
in Rage Ideas (Started by BC December 06, 2014, 11:36:27 amHere's a few I came up with on the spot.
Bison/Dictator: Nightmare Booster (Ultra 1 from Street Fighter 4)
Rolento: Scorched Earth (Rolento strings the opponent up on a wire, a little like his Take No Prisoners super, then covers the ground with grenades. He then uses a Stinger knife to cut the wire, dropping the opponent onto the grenades in a massive explosion.)
Sakura: Sakura Sin Shoryuken (Sakura performs a series of combo hits before a Shin Shoryuken.)
R. Mika: Rainbow Hurricane (Mika starts with what looks like the Daydream Headlock, but instead of the actual throw she spins around the opponent, lifting them into the air. Think El Fuerte's Ultra Spark for this. She then throws them down to the ground and performs an earth-shaking body splash on the prone opponent.)
T. Hawk: Spirit of the Condor (T. Hawk grabs the opponent, slams them back and forth and then throws them against the side of the screen. He then performs an epic, flame-charged Condor Spire right through the opponent.)
Balrog/Boxer: Corkscrew Foul (Balrog emulates Dudley's Corkscrew Blow, except he strikes below the belt. Whilst the opponent reels, Balrog winds up and delivers a knockout blow.)
Will probably post more when I think of them.
Posted by sluigi123
in SFA4 Videos (Started by BC November 06, 2014, 10:45:14 pmHere's a video showing some of the updates. Please note that images may change over the course of time as this is still a WIP.I think you placed those portraits just to be funny or something.
p.s those portraits aren't staying! lol sorry Ryon.
https://www.youtube.com/watch?v=ABo3wmcVLDE&feature=youtu.be
Posted by sluigi123
in How much would it cost to make a M.U.G.E.N. project? (Started by extravagant October 07, 2014, 09:44:23 am
Posted by sluigi123
in SFA4 Team (Started by BC November 06, 2014, 11:15:56 pmGreat to see Alpyne in the music department.I know, right? LOL
I hope that you all get a team of "dedicated specialists"
Posted by sluigi123
in Fire Blast (Started by Алексей October 16, 2014, 02:06:33 am
Posted by sluigi123
in [Music Help] How to make CPS2 Soundfonts last much longer? (Started by sluigi123 October 08, 2014, 10:54:20 pm
Posted by sluigi123
in Arcing projectile (Started by altoiddealer September 29, 2014, 12:33:45 am
Posted by sluigi123
in Undocumented MUGEN features - zoom SCTRL in 1.1b (Started by Jesuszilla August 28, 2014, 12:09:46 am
Posted by sluigi123
in Most Efficient A.I. Coding? (Started by Fighting Toys Freak July 16, 2014, 02:40:34 pmThis is how I make my AI and how to make them tougher the higher the difficulty. Explanations of these codes are in the spoilers.
Give credit to Seravy for the first three codes and me for making the last two codes.
Let me know if you want an example(s) of an AI trying to use a move.Spoiler: AI Activation & Difficulty (click to see content)
When I typed your code into my character's cmd, the Mugen engine displayed this error message:
Error message: Trigger not valid for mugenversion of character: AILevel
Error parsing [State -1, AI Difficulty]
Error in [Statedef -1]
Error in ButterCup.cmd
Error loading chars/ffu_char1/ffu_char1.def
Error loading p1
Library error message: Died parsing AILevel=1)*2.00+(AILevel=2)*4.00+(AILevel=3)*8.00+(AILevel=4)*16.00+(AILevel=5)*32.00+(AILevel=6)*48.00+(AILevel=7)*64.00+(AILevel=8)*80.00)*(Var(56))*(Var(57)))
Funnily enough, the Mugen version that I am using is 1.0 and the error message basically states that the trigger, AILevel, does not exist as a command for the engine.
Could you tell me how I can solve this issue, sluigi123?
Posted by sluigi123
in Most Efficient A.I. Coding? (Started by Fighting Toys Freak July 16, 2014, 02:40:34 pmQuoteOne other thing you could do to give the AIlevel some more sway is to have an initial section that checks bodydist and then determines a group of possible moves from which one is randomly selected (with AI level increasing the likelihood of the more technically effective actions). Rather than just stacking the actions and letting the top one in the coding have priority, and whatever comes next only happen if the first one doesn't.Could you provide me an example of what you are suggesting here, H Mr.Toni?
AND
I would like to look at an example of the code you posted, sluigi123, in order to further my understanding.
Posted by sluigi123
in [poll] What do you think about this AI setting for difficulty? (Started by yaminogun July 07, 2014, 07:42:30 am
Posted by sluigi123
in solution to add0004basic for people who don't know how. (Started by Toonar12X July 18, 2014, 01:44:06 am
Posted by sluigi123
in State 1130 coding 3 hits instead of 4. (Started by ApolloGrimoire June 09, 2014, 02:09:01 pm
Posted by sluigi123
in Calling anim from fightfx.air (Started by Just No Point July 02, 2014, 05:01:23 pm
Posted by sluigi123
in [poll] What do you think about this AI setting for difficulty? (Started by yaminogun July 07, 2014, 07:42:30 am
Posted by sluigi123
in Most Efficient A.I. Coding? (Started by Fighting Toys Freak July 16, 2014, 02:40:34 pm
Posted by sluigi123
in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 pm
Posted by sluigi123
in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 pmDUDE! those lifebars are freaking awesome,and even more when custom ports are added to the mix,thank you sir for such fine lifebars,these are now my main
if anyone want the template and files for custom ports just let me know,i'll be happy to share
See ya!
Posted by sluigi123
in Palettes not working? (Started by Nny May 28, 2014, 06:45:04 pm