I have basic knowledge of mugen coding. So, some may found this extremely easy or entertaining to do (¿¿??):I hate all coding that has to do with binding states. I mean, it's damn tedious to have to re-run Mugen over and over again to see if that little 2 pixels you modified at the "pos" parameter looks good enough. Have to coordinate the binded foe and your own char . Oh, and this leaves room for PLENTY of bugs, characters floating around, etc. Although all can be fixed, as I said, that's what I hate most (that comes to my mind, as of now).Now, in what I really suck, fail at, can't do on my own, are mathematic expressions. The only one I know how it fully functions is "n+(random%y)". Other than that, I either have to check other characters for reference, or ask someone else .
Talk about hating bind states. I'm coding Zangief The other thing I hate is compiling required sprites. For me, there's where the loss of accuracy starts.
I personally suck at programming individual hitdefs, it's very tedious to figure out what damage values to use, hit velocities, hitpauses, ARGH.
try to use unorthodox tools and method. you might want to treat mugen as you treat your emulated source, outputting stuff to the cliboard, or coding dinamically changing velocities and conditions. i always use a .bat file to load the file p1vsp2 directly whitout going through the select screen. i activate axis and clsns take shots anda rrange in a gfx editor, comparing source to edit.
L.o.t.F. said, September 17, 2007, 09:52:46 pmI hate all coding that has to do with binding states.As OrochiKOF97 once exclaimed, sloppy, bind alignment (especially when one is coding a grappler) sticks out like a sore thumb. Needless to say, in the end, it pays to give throws some extra attention.
Renzo said, September 17, 2007, 10:21:06 pmThe other thing I hate is compiling required sprites. I Also Dislike doing this XD.
Yeah compiling required sprites suck. And yes, throws/binding also suck. I can't really think of anything else at the moment though.
Binding alignment aren't that hard when using the right tool imo, after all, they just need some time. Required sprites is indeed a bore, especially when you're going to convert a character from a game you never made before.What discourages me, aways makes me feel disappointed with result, is one of those moves that's not really a throw, yet you'll need custom states, specifically when your character must lauch his opponent upward for a juggle (like Kim's 2qcf+K DM, Ash's grab, Vice's Qcb+P, etc). Don't known, they just end up looking wrong... even in some full games.
Random Values aren't really random The hitcount is unreliableThe warning system Mugen has for when you make a mistakeThe fact that Mugen has its own designated states (Like the "jump start", if its not already defined by the creator) The fact that trying to change certain types of "get hit velocities" can become very tedious and confusing. The fact that Mugen has "ctrl" flaws... But you'll only realize it if you make a video at 35 fps or higher, and isolate each individual frame in a check/by checking
Throws isent so hard (Suck/hate), it does matter what kind of them, those like Kfm's is easy, and i find them entertaining to do.Requried sprites is easy, but sometimes, its just so damn boring
It's impossible for me to code anything other than characters.Screenpacks, stages... all too hard.Characters, hah, those are a breeze. Most of the times I find it to be too easy though. There's no challenge anymore.
Required sprites and the whole troubleshooting process. Sometimes the thing that you can never figure out is something stupid like referencing the wrong stateno or my personal favorite: guard.velocity = 4, Mugen isn't specific enough to tell you exactly what goes wrong, it just says your character needs to be updated. lolChosen's Tip: NEVER CODE WHEN YOUR TIRED!!!!