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Messages by sluigi123

    

Re: SFII World Warrior Multi Character 12 in 1 Project

 December 17, 2014, 07:42:15 pm View in topic context
 Posted by sluigi123  in SFII World Warrior Multi Character 12 in 1 Project (Started by Sheng Long December 16, 2014, 09:09:25 am
 Board: Projects

I can help with the AI Coding for ya, man, but it'll work for 1.0+ though.

Also, the shadows to be like in SFII: WW should work fine anyways.
    

Re: Rage Ideas

 December 08, 2014, 04:11:57 pm View in topic context
 Posted by sluigi123  in Rage Ideas (Started by BC December 06, 2014, 11:36:27 am
 Board: Street Fighter Alpha 4

Here'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.

As for Sakura's Rage, you mean "Shin Shou-o-ken"? I am making a Sakura build, for my game, with her using it. I have a video of her against Mario using it against him, though the video was made months ago.
    

Re: SFA4 Videos

 December 02, 2014, 07:32:11 pm View in topic context
 Posted by sluigi123  in SFA4 Videos (Started by BC November 06, 2014, 10:45:14 pm
 Board: Street Fighter Alpha 4

    

Re: How much would it cost to make a M.U.G.E.N. project?

 December 02, 2014, 12:04:07 am View in topic context
 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
 Board: M.U.G.E.N Discussion

Most of the time, it depends on the person, in general; that's if they know that person very well. I've done all of the above that is listed in one of XGargoyle's links (meaning graphics designing, AI Coding, Hit-box editing, etc.), just to test myself where I'm at first, and compare my work with the others' work(s). IMO, I'd put myself as an average worker, which everyone should be at, at least.
    

Re: SFA4 Team

 November 28, 2014, 02:04:37 pm View in topic context
 Posted by sluigi123  in SFA4 Team (Started by BC November 06, 2014, 11:15:56 pm
 Board: Street Fighter Alpha 4

    

Re: Fire Blast

 October 16, 2014, 07:47:57 am View in topic context
 Posted by sluigi123  in Fire Blast (Started by Алексей October 16, 2014, 02:06:33 am
 Board: Resource Releases

Can you show us a screenshot of it?
    

[Music Help] How to make CPS2 Soundfonts last much longer?

 October 08, 2014, 10:54:20 pm View in topic context
 Posted by sluigi123  in [Music Help] How to make CPS2 Soundfonts last much longer? (Started by sluigi123 October 08, 2014, 10:54:20 pm
 Board: Off-Topic Help

I'm starting on making re-arranged/remix music for a bunch of nostalgic music in CPS2 style. While I was working on trying to make my notes longer than the actual sound files, the sound themselves stop in the middle of the length of that note(s).

I'm using LMMS, a program that's sort of similar to FL Studios, and I'd like to know how to make the actual sound longer than what it is now and what-not.
    

Re: Arcing projectile

 September 30, 2014, 07:22:26 am View in topic context
 Posted by sluigi123  in Arcing projectile (Started by altoiddealer September 29, 2014, 12:33:45 am
 Board: M.U.G.E.N Development Help

    

Re: Undocumented MUGEN features - zoom SCTRL in 1.1b

 August 30, 2014, 12:44:26 am View in topic context
 Posted by sluigi123  in Undocumented MUGEN features - zoom SCTRL in 1.1b (Started by Jesuszilla August 28, 2014, 12:09:46 am
 Board: Development

This would actually be quite interesting, if it gets added into MUGEN on the next update.

I know GM actually made his version of camera zooming for his SF3 characters, but it takes up several variables, and it doesn't affect the actual stage, and, instead, affects the players, projectiles, and helpers only.
    

Re: Most Efficient A.I. Coding?

 July 20, 2014, 05:36:48 pm View in topic context
 Posted by sluigi123  in Most Efficient A.I. Coding? (Started by Fighting Toys Freak July 16, 2014, 02:40:34 pm
 Board: M.U.G.E.N Development Help

This 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?


There might be a couple reasons.

1. There's supposed be 3 parentheses at the beginning of the value for Var(58).
2. Since this code only works on version 1.0 and above, your character has to be up-to-date in order for it to be on par with the engine.
    - Go here if you want to know how to get your character to be up-to-date: http://elecbyte.com/wiki/index.php/Updating_to_1.0
3. Make sure that you change the numbers of your variables into numbers that are not listed below, before you put in my codes, so it won't affect your character at all.
    - Vars 56, 57, 58, 59, and FVar 0.
    

Re: Most Efficient A.I. Coding?

 July 18, 2014, 10:51:59 pm View in topic context
 Posted by sluigi123  in Most Efficient A.I. Coding? (Started by Fighting Toys Freak July 16, 2014, 02:40:34 pm
 Board: M.U.G.E.N Development Help

Quote
One 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.   

There are a few in yaminogun's thread with more of my codes in it including what I have here.
    

Re: [poll] What do you think about this AI setting for difficulty?

 July 18, 2014, 10:42:25 pm View in topic context
 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
 Board: M.U.G.E.N Development Help

Sure, but it'll only work on MUGEN 1.0+.

Spoiler: AI Coding (click to see content)
    

Re: solution to add0004basic for people who don't know how.

 July 18, 2014, 04:33:24 am View in topic context
 Posted by sluigi123  in solution to add0004basic for people who don't know how. (Started by Toonar12X July 18, 2014, 01:44:06 am
 Board: M.U.G.E.N Configuration Help

Really? It's that simple? If that's so, I feel stupid.
    

Re: State 1130 coding 3 hits instead of 4.

 July 18, 2014, 04:28:03 am View in topic context
 Posted by sluigi123  in State 1130 coding 3 hits instead of 4. (Started by ApolloGrimoire June 09, 2014, 02:09:01 pm
 Board: M.U.G.E.N Development Help

[State 1130, Hit 2]
type = HitDef
trigger1 = !var(16) && var(15) < 4
trigger1 = !MoveContact && !MoveReversed
trigger1 = AnimElem = 4
attr = S, SA
damage = ceil(ifElse(fvar(11) * 75 < 7, 7, fvar(11) * 75)), 10
priority = 4, hit
animtype = Up
getpower = 0, 0
givepower = 35, 35
...

I think this might be your problem.
    

Re: Calling anim from fightfx.air

 July 18, 2014, 04:17:11 am View in topic context
 Posted by sluigi123  in Calling anim from fightfx.air (Started by Just No Point July 02, 2014, 05:01:23 pm
 Board: M.U.G.E.N Development Help

It's not cap-sensitive, and no it's not explod-specific as far as I know at the moment.
    

Re: [poll] What do you think about this AI setting for difficulty?

 July 18, 2014, 04:07:46 am View in topic context
 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
 Board: M.U.G.E.N Development Help

I like your mathematics, but what version of mugen will you be using, since I use MUGEN 1.1, my AI is used very differently than what you're trying to make.

Besides that, I like the idea that you're trying to do there, since my style of AI coding uses up 4 or 5 variables at once, with only one of them being used for my game I'm making, and it works.  :P
    

Re: Most Efficient A.I. Coding?

 July 17, 2014, 12:14:13 am View in topic context
 Posted by sluigi123  in Most Efficient A.I. Coding? (Started by Fighting Toys Freak July 16, 2014, 02:40:34 pm
 Board: M.U.G.E.N Development Help

This 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)
    

Re: add004basic

 July 10, 2014, 03:49:24 am View in topic context
 Posted by sluigi123  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 pm
 Board: Your Releases, Mugen 1.0 +

In my opinion, there should be a tutorial about this lifebar set talking about these listed below:

- How to properly put this inside your character files.
- How to remove tag-team mode, for those who don't want it in.
- What each piece of code that is being used for this works, including the variables that wasn't being used in the first place.
- Other tutorials that aren't listed as of yet.

I know there are people out there that probably have no clue on how to do any of this. I'd like to go make these tutorials myself, but I'm too busy working on my other project, which takes up most of my free-time.
    

Re: add004basic

 June 27, 2014, 05:31:15 pm View in topic context
 Posted by sluigi123  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 pm
 Board: Your Releases, Mugen 1.0 +

DUDE! 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!

Please do so! Everyone will love ya if you do!
    

Re: Palettes not working?

 May 30, 2014, 12:01:56 pm View in topic context
 Posted by sluigi123  in Palettes not working? (Started by Nny May 28, 2014, 06:45:04 pm
 Board: M.U.G.E.N Development Help

This looks like Mugen 1.0+.

As you look at your right panel filled with palettes in the sprites section, did you save those new specific palettes as .act files with those exact same names.

Ex. I have a character, whose colors are mainly green as primary, and yellow as secondary, in a palette indexed 1,6 in my right panel.

I have to save my edited palette as an act file, as "greenyellow.act"

This is how I'd have to set it up as:

pal.defaults = 1,2,3,4,5,6    ;Default palettes in order of preference (up to 4)

pal1    = original.act  ;Palettes (can have up to 12)
pal2    = alt1.act
pal3    = alt2.act
pal4    = alt3.act
pal5    = alt4.act
pal6    = alt5.act
pal7    = greenyellow.act
pal8    = special1.act

If you have it in a folder, just put "folder/greenyellow.act" instead, with the right folder name as well.