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Re: Jenngra's WIP Thread: Numbuh 3 (Kuki Sanban)

 December 10, 2018, 09:48:52 pm View in topic context
#1
 Posted by jenngra505  in Jenngra's WIP Thread: Numbuh 3 (Kuki Sanban) (Started by jenngra505 August 14, 2017, 02:12:29 am
 Board: Projects

A template for anybody who wants to make palettes. (The resemblance to Neptune is completely intentional)
    

Re: Major Force

 December 10, 2018, 09:43:20 pm View in topic context
#2
avatar  Posted by Mega Marvel  in Major Force (Started by Mega Marvel December 10, 2018, 05:00:19 pm
 Board: Requests

Thanks
    

Invalid Combo detection

 December 10, 2018, 09:42:20 pm View in topic context
#3
 Posted by Ricepigeon  in Invalid Combo detection (Started by Ricepigeon December 10, 2018, 09:42:20 pm
 Board: Tips, Tricks, Tutorials

This was something I ended up studying around late 2018 when I ran into issues involving my own code, so the majority of this code is loosely based on a similar method used by 41's characters.

If you've ever played any fighter that allows P2 to air tech out of a combo, such as Blazblue or Melty Blood, you'll know that the game usually gives you some type of indicator when you perform an invalid combo, where the opponent could have recovered during your combo but decided not to. This tutorial attempts to replicate such a system.

NOTE: You'll need at least 1 free variable in your character's code. For this example, I'll be using Var(35).

Assuming that you have the sprites needed for your "INVALID" indicator, you'll want to have 4 different animations: a fade in, and a fade out, one for each side (p1 and p2). Make sure that the last animation element of your fade-in animation has an infinite (-1) duration, while your fade-out animations have a finite time, otherwise you'll get weird instances of multiple explods:

Code:
;Invalid - Left fadein
[Begin Action 7944]
7900,8, -100,0, 1
7900,8, -80,0, 1
7900,8, -60,0, 1
7900,8, -40,0, 1
7900,8, -20,0, 1
7900,8, 0,0, -1

;Invalid - Left fadeout
[Begin Action 7946]
7900,8, 0,0, 1,, AS256D0
7900,8, 0,0, 1,, AS224D32
7900,8, 0,0, 1,, AS192D64
7900,8, 0,0, 1,, AS160D96
7900,8, 0,0, 1,, AS128D128
7900,8, 0,0, 1,, AS96D160
7900,8, 0,0, 1,, AS64D192
7900,8, 0,0, 1,, AS32D224

;Invalid - Right Fadein
[Begin Action 7945]
7901,8, 100,0, 1
7901,8, 80,0, 1
7901,8, 60,0, 1
7901,8, 40,0, 1
7901,8, 20,0, 1
7901,8, 0,0, -1

;Invalid - Right Fadeout
[Begin Action 7947]
7901,8, 0,0, 1,, AS256D0
7901,8, 0,0, 1,, AS224D32
7901,8, 0,0, 1,, AS192D64
7901,8, 0,0, 1,, AS160D96
7901,8, 0,0, 1,, AS128D128
7901,8, 0,0, 1,, AS96D160
7901,8, 0,0, 1,, AS64D192
7901,8, 0,0, 1,, AS32D224

Next, place the following code in your -2 state:

Code:
[State -2, Invalid Combo Explod]
type = Explod
trigger1 = numhelper(27944)
trigger1 = numexplod(27944)=0
trigger1 = helper(27944),var(59)=1
anim = 1998 ;<-Invisible anim
ID = 27944
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vel = 0,0
removetime = 999999999
pausemovetime = 999999999
supermovetime = 999999999
sprpriority = 5
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State -2, Invalid Combo RemoveExplod]
type = RemoveExplod
triggerall = numexplod(27944)
trigger1 = numhelper(27944)
trigger1 = helper(27944),var(59)=1
trigger1 = (helper(27944),var(0)=0)||(helper(27944),var(0)>100)
trigger1 = numenemy
trigger1 = enemynear(0),movetype!=H
trigger2 = numhelper(27944)=0
id = 27944
ignorehitpause = 1

[State -2, Invalid Combo Helper]
type = helper
trigger1 = numexplod(27944)=0
trigger1 = numenemy
trigger1 = P2StateType = A && P2MoveType = H
trigger1 = EnemyNear,CanRecover
trigger1 = (p2stateno != [120,155]) && (p2stateno!=[250,262]) && (p2stateno!=[450,451])
trigger1 = movehit=0
helpertype = normal
name = "Invalid Combo"
ID = 27944
pos = 0,0
postype = p1
stateno = 27944
ownpal = 1
facing = 1
pausemovetime = 999999999
supermovetime = 999999999

[State -2, Helper Movehit Flag]
type = varadd
trigger1 = var(35)>0
var(35)=-1
ignorehitpause = 1

In addition, add the following to each of your Helper states that have any Hitdefs (NOTE: Make sure these Helpers are created directly by the root and do not have another helper as its parent, otherwise this method will not work)

Code:
[State 2011, Helper Hit Flag]
type = parentvarset
trigger1 = MoveHit=1
trigger1 = p2stateno != [120,159]
var(35)=2
ignorehitpause = 1
persistent = 0

This code will create a helper that will handle the check for the conditions for displaying the Invalid Combo explod. It also creates an invisible Explod whenever this helper is active and removes it whenever this helper does not exist or when the opponent is not in a hitstate. The helper will also check to see if this invisible explod exists and, if at any point it does not, then the conditions for displaying the actual explod are satisfied. For this example, anim 1998 is being used as a blank animation.

Var(35) acts as a flag to tell us when a helper-based projectile has hit an opponent, and then counts down. The reason we use a variable here instead of helper(xxx),movehit is not only to streamline the code instead of having to write down all Helper IDs, but also to avoid situations where multiple helpers with the same ID exist, such as any move that spawns multiple projectiles, which can easily cause the movehit triggers to return false negative results.

Next is the helper state:
Code:
;=====================================================
; Invalid Combo Helper
[StateDef 27944]
type = A
physics = N
moveType = I
anim = 1998
velSet = 0,0
ctrl = 0
;var(0) - Elapsed time measurement after hit (for Invalid)
;var(2) - helper attack or hit flag (for invalid display)
;var(59) - Flag (0=Default, 1=Invalid)

[State -2, Varset]
type = varset
triggerall = var(2)=0
trigger1 = root,var(35)>0
trigger2 = root,projhittime(XXXX)=1 ;PROJECTILE CONTROLLER IDS GO HERE
var(2)=1

[State -2, Varset]
type = varset
triggerall = time=0
triggerall = var(59)=0
trigger1 = root,numexplod(27944)=0
trigger1 = numenemy
trigger1 = p2statetype=A
trigger1 = root,movehit=0
trigger1 = EnemyNear(0),CanRecover
trigger1 = (p2stateno != [120,155]) && (p2stateno!=[250,262]) && (p2stateno!=[450,451])
var(59)=1

[State -2, Varset]
type = varset
triggerall = var(0)=0 && var(59)=1
trigger1 = root,movehit=1
trigger1 = numenemy
trigger1 = p2statetype=A
trigger1 = enemynear(0),hitshakeover
trigger2 = var(2)!=0
var(0)=1

[State -2, Counterhit Explod]
type = Explod
triggerall = numexplod(7944)=0
trigger1 = var(59)=1
trigger1 = var(0)>0
anim = 7944+1*(root,teamside!=1)
ID = 7944
pos = ifelse(teamside=1,0,320),120
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
pausemovetime = 999999999
supermovetime = 999999999
sprpriority = 999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State -2, Counterhit Explod]
type = Explod
triggerall = numexplod(7945)=0
triggerall = numexplod(7944)=1
triggerall = numenemy
trigger1 = enemynear(0),stateno=5150 || enemynear(0),alive=0
trigger2 = p2movetype!=H && p2stateno!=5120
trigger3 = enemynear(0),ctrl = 1
anim = 7946+1*(root,teamside!=1)
ID = 7945
pos = ifelse(teamside=1,0,320),120
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 999999999
supermovetime = 999999999
sprpriority = 999
scale = 0.5,0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State -2, REX]
type = removeexplod
triggerall = numenemy
trigger1 = enemynear(0),stateno=5150 || enemynear(0),alive=0
trigger2 = p2movetype!=H && p2stateno!=5120
trigger3 = enemynear(0),ctrl = 1
id = 7944
ignorehitpause = 1

[State -2, Timer]
type = varadd
trigger1 = var(0)>0
trigger1 = var(59)=1
var(0)=1

[State -2, Destroyself]
type = destroyself
trigger1 = var(59)=1
trigger1 = var(0)=0 || var(0)>101
trigger1 = numenemy
trigger1 = (p2movetype!=H && p2stateno!=5120)||(enemynear(0),ctrl = 1)||(enemynear(0),stateno=5150 || enemynear(0),alive=0)
trigger2 = var(59)=0
trigger2 = time>=1


One important thing to note is the first varset controller. If you have any attacks that utilize any projectiles using a Projectile state controller (as opposed to a Helper-based projectile), you'll need to write down each of their IDs as a separate trigger here, as this method won't be able to account for them otherwise. Effectively what this helper does is toggle between states where the opponent is in a state where they can recover (using var(59)). The reason why can't just use the canrecover trigger by itself is that this will immediately be reset the next time P2 is hit, so we need to be able to keep track of their previous state before the next hit connects. The way this helper is set up is that once these conditions are true, the Fade-in animation for our explod will display until the combo ends, at which point it will transition into the Fade-out animation.
    

Re: Implementing invalid combo check.

 December 10, 2018, 09:10:06 pm View in topic context
#4
 Posted by Ricepigeon  in Implementing invalid combo check. (Started by Ricepigeon December 04, 2018, 05:44:24 pm
 Board: M.U.G.E.N Development Help

I forgot that thread was still open, but I ended up redoing the whole thing from scratch using a different implementation loosely based on another author's stuff, which resolved all problems. I may document it publicly so people can use the same method.

EDIT: Tutorial is now written up
    

Re: QOTD

 December 10, 2018, 08:52:19 pm View in topic context
#5
 Posted by Jmorphman  in QOTD (Started by Valodim August 26, 2007, 08:25:30 pm
 Board: All That's Left

Yeah uh... almost of that stuff is not only not dumb nor crazy, it's in fact right on track. No amount of whining from a shitty opinion piece changes that.

No politician is able to speak only truths and/or explain and back up their positions 100%, but Ocasio-Cortez is better than a lot of them (especially considering she's still yet to actually serve as an elected member of government). To compare her to Sarah fucking Palin, whose staggering ignorance of almost every issue was unparalleled by a modern political figure until the current president, is simply not worth taking seriously.

    

Re: Jean Pierre by R@CE AKIR@

 December 10, 2018, 08:27:47 pm View in topic context
#6
 Posted by KOFHERO77  in Jean Pierre by R@CE AKIR@ (Started by ~Hale "R@CE" Caesar~ December 10, 2018, 06:33:07 am
 Board: Your Releases, 1.0+

Awsome release R@CE !
    

Re: Scorpion 3d mk1

 December 10, 2018, 08:10:54 pm View in topic context
#7
 Posted by dxwho  in Scorpion 3d mk1 (Started by djlolo December 09, 2018, 10:57:07 pm
 Board: Found Releases 1.0+

Any chance you can upload this to sendspace? My pc and mediafire don't get along at all.
    

Forest and Stone by Vegaz

 December 10, 2018, 08:05:13 pm View in topic context
#8
 Posted by Vegaz_Parrelli  in Forest and Stone by Vegaz (Started by Vegaz_Parrelli December 10, 2018, 08:05:13 pm
 Board: Your Releases, 1.0+

    

Re: [SPANISH ONLY] Español solamente V2

 December 10, 2018, 08:05:04 pm View in topic context
#9
 Posted by yaret  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 am
 Board: International

y de todos modos se quejan, y hasta con justa razon.
porque demonios hacen mujer al personaje gay, no solo demuestra pocos huevos, sino que eliminan la representacion gay para agregar a una mujer, todo mundo coincidia que cualquier otro caballero hubiera sido una mejor opcion. Fenix mujer si hubiera sido cool, hyouga hubiera sido bellisima, y el dragon shiryu sale topless a cada rato.

Solo tiene 13 años, aun no sabemos si es gay porque se comporte medio amanerado. pero bueno hacerlo mujer fue la solucion mas facil y rapida, en vez de darle un arco argumental en la misma serie siendo hombre. cuanto extraño lost canvas.
    

Re: entertainment news that don't deserve their own thread

 December 10, 2018, 07:50:31 pm View in topic context
#10
 Posted by Long John Killer  in entertainment news that don't deserve their own thread (Started by Titiln June 18, 2011, 03:16:32 am
 Board: Entertainment

Ignoring the creep factor around the same levels are Detective Pikachu for a moment, odd that they dropped the gloves but kept the shoes.  I would imagine it being an all or nothing deal, keep all the goofy cartoon accessories and noddle arms and whatnot or drop it all and stick to realistic.  This just went half-way and now the shoes stick out like a sore thumb.
    

Re: Show us cool stuff you just bought!

 December 10, 2018, 07:47:18 pm View in topic context
#11
 Posted by Memo  in Show us cool stuff you just bought! (Started by Vans November 21, 2011, 06:01:10 am
 Board: All That's Left

    

Re: Mortal Komat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 December 10, 2018, 07:32:16 pm View in topic context
#12
 Posted by R565  in  Mortal Komat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

No Motaro, cause the only way they made him playable in the 3D MKs was to make him Bipedal, and everyone knew how that worked out.....But then again, the story is a battle of timelines so maybe?
    

Re: The King of Fighters: Uncanny(?) Match

 December 10, 2018, 07:22:46 pm View in topic context
#13
avatar  Posted by no1wammy  in The King of Fighters: Uncanny(?) Match (Started by NDSilva December 02, 2018, 05:35:21 pm
 Board: Projects

Why no Angel or Samurai Shodown characters for this one, Silva?

Was there a consideration for Eri and/or Fio from Metal Slug? Fio was a guest fighter in The King Of Fighters: Maximum Impact 2.
    

Re: QOTD

 December 10, 2018, 07:20:48 pm View in topic context
#14
 Posted by Bastard Mami  in QOTD (Started by Valodim August 26, 2007, 08:25:30 pm
 Board: All That's Left

    

Re: Jean Pierre by R@CE AKIR@

 December 10, 2018, 07:04:46 pm View in topic context
#15
 Posted by Gritsmaster  in Jean Pierre by R@CE AKIR@ (Started by ~Hale "R@CE" Caesar~ December 10, 2018, 06:33:07 am
 Board: Your Releases, 1.0+

On a roll. Great release!
    

Re: QOTD

 December 10, 2018, 07:04:34 pm View in topic context
#16
 Posted by Umezono  in QOTD (Started by Valodim August 26, 2007, 08:25:30 pm
 Board: All That's Left

She hasn't really said anything as totally bonkers as Sarah Palin
    

Re: Character stuck in turning animation.

 December 10, 2018, 06:57:51 pm View in topic context
#17
 Posted by altoiddealer  in Character stuck in turning animation. (Started by Cyberq3000 December 10, 2018, 02:56:41 am
 Board: M.U.G.E.N Development Help

Heya, in State 0 you should have a ChangeAnim controller that has Value = 0 (change to Stand).

There should be a trigger such as

trigger2 = anim = 5 && animTime = 0

Which means, you are in anim 5 and the anim has ended... so now trigger the ChangeAnim and go to anim 0.

If such a ChangeAnim does not exist in your state 0 then copy/paste this in and you should be good to go

Code:
[State 0, Change to Stand]
type = Changeanim
trigger1 = anim = 5 && animTime = 0 ;Turn anim over
value = 0

Let me know if you need any more assistance.
    

Re: Mortal Komat 11 : PS4/PC/XBoxOne/Switch (April 23 2019)

 December 10, 2018, 06:56:15 pm View in topic context
#18
 Posted by Macaulyn97  in  Mortal Komat 11 : PS4/PC/XBoxOne/Switch (April 23 2019) (Started by GTOAkira December 07, 2018, 05:29:54 am
 Board: Fighting Games

I've been very lucky with my guesses and hopes for Fighting games recently.
For this game, I want Kabal and Motaro to be playable. Those two would be my reason to purchase the game.
Already got Scorpion, and Sub-Zero is a no-brainer, so with those I'm fine.
I'm sure your previous guesses were not as bad as these. Its not to say they have no chance (Motaro kinda doesn't, though), but they're both quite unlikely story-wise. I can see them including Kabal, but don't hope for it too much.

Zasalamel for Soul Calibur.
Inkling, King K. Rool and Isabelle for Smash.
Geese Howard and Craig Marduk as DLC for Tekken 7.

Yeah, some of those guesses might be true in the case. Mortal Kombat got such a messed up storyline.
Kabal is basically for his impressive and unique fighting style. I think he is pretty fun and helps balance the roster.
Motaro? He is such an unique design, and was robbed for his glory lol. Armageddon was not good, chopping off his legs and all, but the character being revived? Does not sound out of the question. Shao Kahn, Shang Tsung, Shinnok, Goro and even Kintaro has had better justice in the series. Motaro was one of the most difficult bosses, and I prefer him over all the others, outside Shang Tsung (gameplay design that is). I guess the only other bosses who got it worse are Moloch and Onaga.

I know Motaro might sound like a long shot, but the MK team like to bring back older designs, and Motaro has not been playable since Armageddon, so, I just got to hope and wish for it.

Yeah, your previous guesses were definitely much better. You should know, though, that Motaro isn't a simple character to make work. Its not the same thing it was in MK3, even if they manage to balance him (which, granted, isn't impossible), they would have to either make him immune to x-rays, grabs and fatalities, which would make him feel way too different and somewhat isolated from the rest of the roster regarding gameplay (specially considering how many characters can be reliant on grabs), and if they don't make him immune, they'd have to make specific animations and interactions for x-rays, grabs and fatalities just for him, and every single character would need that, which would make Motaro the most expensive character to make.
    

Re: Major Force

 December 10, 2018, 06:37:34 pm View in topic context
#19
 Posted by Kaze No Ken  in Major Force (Started by Mega Marvel December 10, 2018, 05:00:19 pm
 Board: Requests

    

Re: MUGEN Video thread

 December 10, 2018, 06:23:18 pm View in topic context
#20
 Posted by soniku  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion