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mr_bourrepalestick

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Messages by mr_bourrepalestick

    

Re: Help With a Hyper Move

 September 02, 2017, 07:52:13 am View in topic context
 Posted by mr_bourrepalestick  in Help With a Hyper Move (Started by Feddi09 September 01, 2017, 11:17:24 pm
 Board: M.U.G.E.N Development Help

Camera movement limits are coded in your stage file. Some stages allow nice upward camera follows, other don't.
Also, if it is a Hyper move which has already hit the opponent, you could give the illusion of movement instead of actually moving. You could use a long custom state with dark background and stuff. At the end of that cinematic trick, both characters are back on stage in defined spots.
    

Re: Help with transformation and Sprites

 August 31, 2017, 07:49:16 pm View in topic context
 Posted by mr_bourrepalestick  in Help with transformation and Sprites (Started by mfgfgm August 30, 2017, 03:40:47 pm
 Board: M.U.G.E.N Development Help

In State -2 you could have a constantly active NotHitBy controller with Throw parameters specified.

I'm not too familiar with the ReversalDef controller, but I think if you could do something with that, too.

This would solve the problem for throws, definitely.
But it won't prevent other attacks which sometimes put you in custom states (like kfm's wall bounce) to make your problem persist...
    

Re: How can i solve this?(spammeable move)

 August 31, 2017, 07:40:51 pm View in topic context
 Posted by mr_bourrepalestick  in How can i solve this?(spammeable move) (Started by SckronZF August 29, 2017, 05:19:08 am
 Board: M.U.G.E.N Development Help

Many ways to do it.

You can try by playing with "juggle" value in this attack's statedef.
How many times you'll be able to "spam it" will depend on how many juggle points your opponent have...
So, if you wnat it to be used max twice, you could redirect your attack's "juggle" value to enemy's constant airjuggle points.
ex. :
juggle = floor(0.5*(enemy, const(data.airjuggle)))

There are other methods, like with attack's ID and chainID, or even using variables. I'll let others explain how :)
    

Re: Movecontact don't work...

 August 31, 2017, 07:30:16 pm View in topic context
 Posted by mr_bourrepalestick  in Movecontact don't work... (Started by daraku August 30, 2017, 01:19:32 pm
 Board: M.U.G.E.N Development Help

Maybe you missed when I edited my previous post, so I'll post it again :)

Could you try your hitdef with
Trigger1=Time
That should make the hitdef active throughout the time the helper is here, until a contact is made, which will trigger destroyself
    

Re: Movecontact don't work...

 August 31, 2017, 07:17:22 pm View in topic context
 Posted by mr_bourrepalestick  in Movecontact don't work... (Started by daraku August 30, 2017, 01:19:32 pm
 Board: M.U.G.E.N Development Help

Hi !
Which "movecontact" trigger in your code ? I see 2 of them : in hitdef controller, and in destroyself...

Edit : actually 3, my bad.
Could you try your hitdef with
Trigger1=Time
That should make the hitdef active until a contact is made, which will trigger destroyself
    

Re: Ikemen Another Blade - alpha version

 August 27, 2017, 12:12:39 pm View in topic context
 Posted by mr_bourrepalestick  in Ikemen Another Blade - alpha version (Started by mr_bourrepalestick April 04, 2017, 10:51:19 am
 Board: IKEMEN Releases

An updated Ikemen version of Another Blade is available. You can find the download links in the "Release" topic under game's dedicated section : HERE.
Cheers !
    

Re: Playable alpha - the release thread

 August 24, 2017, 08:03:48 pm View in topic context
 Posted by mr_bourrepalestick  in Playable alpha - the release thread  (Started by mr_bourrepalestick May 07, 2017, 12:43:49 pm
 Board: Another Blade

Updated 1st post with the latest links.

A quick fix to missing hurtboxes on Kagami's  Qcb + A  special move.
Thanks to Filthy Casual   for the feedback on this one !!
    

Re: General gameplay discussion

 August 15, 2017, 01:15:39 pm View in topic context
 Posted by mr_bourrepalestick  in General gameplay discussion (Started by mr_bourrepalestick May 08, 2017, 09:44:00 am
 Board: Another Blade

Well, after few experimentations, I've implemented many of the tweaks I've mentionned before
Spoiler, click to toggle visibilty
Backdashes are more nervous, rolls have better cross ability, Ground techs are invincible only at startup, and juggle points have been reevaluated (18 points). I find those tweaks very satisfying since they've brought some more possibilities, without breaking out all the rest.
    

Re: Playable alpha - the release thread

 August 15, 2017, 12:55:06 pm View in topic context
 Posted by mr_bourrepalestick  in Playable alpha - the release thread  (Started by mr_bourrepalestick May 07, 2017, 12:43:49 pm
 Board: Another Blade

Hi everyone.
A fresh release for Another Blade (17-08-A) is available ! For both Mugen and Ikemen engines !
Check the 1st post for the download links.

Quite difficult to list all changes. Seems like my promise to make a clean changelog is hard to keep at this stage. I'd have to dig into all my handwritten notes, on small pieces of paper here and there, and check which elements have made it through.
But let me try, if I remember :

General stuff
  • ground tech - invincible only at the start (8 frames), vulnerable till the end of the animation
  • 18 juggle points - most attacks use 1 point. Launcher-type attacks (and throws) use 5 points.
  • Reduced all guard pushbacks -> punishes are now more consistent

Kagami
  • Phoenix dive - (air A+B) is now a special attack. Can be canceled into from air normals, and is an overhead
  • Has lost his command grab. His regular throw deals more damage
  • Has gained a static fire projectile : Qcb - A/B . Each version serves a different purpose.
  • His jab (back +A) is no longer an overhead. It is more useful at close range.

Kaede
  • air qcb + A/B  : air projectiles
  • air qcb+C : dive kick
  • special hop (uses 1meter) :  qcf+Z  from neutral, up direction to cancel from a normal attack
  • air specials are available during the special hop
  • f-d-df + A/B : dragon punch attack (uses 1 special meter)

    

Re: Question about framedata's and hitboxes

 June 10, 2017, 02:14:18 pm View in topic context
 Posted by mr_bourrepalestick  in Question about framedata's and hitboxes (Started by Omega June 08, 2017, 03:46:06 pm
 Board: Development

As far as I know, some games attracted more people and are just better documented. First obvious example would be SF2T (or SF2x in Japan). I've just typed "SF2x frame data Ryu" in my browser and it gave me :
http://wiki.shoryuken.com/Ryu_(ST)#Moves_Analysis
But this kind of info isn't available for most games. It's a ton of work to extract all of it I guess, and people who've done it for old titles had a purpose and a community big enough to support them in the process.

Still, there are for sure some "hitbox viewers" which could be compatible with some emulators.
"Mame hitbox viewer" search on my browser gave me :
http://fightanvidya.com/wiki/index.php?title=Collecting_Framedata_and_Hitboxes

Yet if you want some specific character's data from a specific game, and none of it seems to be found, I guess you'll need to work it out yourself ...
    

Re: Small Sprites?

 June 10, 2017, 11:13:12 am View in topic context
 Posted by mr_bourrepalestick  in Small Sprites? (Started by Zack-san May 27, 2017, 07:59:29 am
 Board: M.U.G.E.N Configuration Help

Another method, which will simply rescale all sprites and clsn boxes.
In your character's .cns file, find the [Size] section. For example here is KFM's one
Spoiler: KFM [Size (click to see content)

We will focuson the 2 first lines only :
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.

And line 11 will be necessary if your character has projectiles that need to be rescaled too
proj.doscale = 1   ;Set to 1 to scale projectiles too

Just replace xscale and yscale values with some number that will suit your character :)
examples :
1 = 100% --> no rescaling
2 = 200 % --> twice bigger
0.5 = 50 % --> 1/2 smaller
    

Re: Greetings... I have a bug with a Grab command.

 June 10, 2017, 10:53:42 am View in topic context
 Posted by mr_bourrepalestick  in Greetings... I have a bug with a Grab command. (Started by AVPboy June 08, 2017, 04:56:19 pm
 Board: M.U.G.E.N Development Help

I guess the command grab puts P2 in a custom state (like all throws & command grabs), with an anim that involves "non-standard" sprite index numbers.
Altoiddealer's advice will tell you what anim and which sprited are displayed, which will definetly give us a hint ;)
    

Re: Looking for MUGEN Artist/Programmer/Master

 June 07, 2017, 12:28:49 pm View in topic context
 Posted by mr_bourrepalestick  in Looking for MUGEN Artist/Programmer/Master (Started by MUGENJosh June 02, 2017, 06:13:55 am
 Board: M.U.G.E.N Development Help

Hi Josh !
Very interesting project you've got here !
I'd like to second few things that have already been said and add some feedback of my own.

I think the project would be "more realistic" if some major points are set still (using already made contents). That would let you dig into the rest of the process with the kids starting from some kind of templates.
What do you think is the main element to discover with kids through the project : spriting ? coding ? screenpack stuff ? Or do you plan to let different small groups work on each part ?
If the latter seems the most interesting (to teach teamwork etc) it's also the most difficult (IMO).

I think you could narrow the explored fields like to digitalized sprites only, and how importing them into a template character (KFM can be a very good compromise because stable and universal through the community).
While limiting the risks of facing unexpected difficulties, the project could be longered with coding/editing in a future step.

Cheers.
    

Re: Select screen, Stage Photo, Fnt

 May 27, 2017, 11:57:06 am View in topic context
 Posted by mr_bourrepalestick  in Select screen, Stage Photo, Fnt (Started by dragolink1 May 26, 2017, 05:31:36 am
 Board: M.U.G.E.N Development Help

Oh. I see. :/
Which of 5,0,0 or 5,0,1 or 5,0,-1 gave you this result ?
No space character in stage names or smthg of that kind ?
(I suppose you 've made sure in the first place that your stage images are correctly bounded in Fontfactory...)
    

Re: Select screen, Stage Photo, Fnt

 May 26, 2017, 09:10:15 am View in topic context
 Posted by mr_bourrepalestick  in Select screen, Stage Photo, Fnt (Started by dragolink1 May 26, 2017, 05:31:36 am
 Board: M.U.G.E.N Development Help


Quote
stage.pos = 129,140
stage.active.font = 5,0
stage.active2.font = 5,0
stage.done.font = 5,0


Your code lines for fonts seem to be missing a digit.
It should be :
stage.active.font = 5,0, 0 or 1 or -1
I let you try which one solves your trouble. ;)

Generally, it follows this format :
section.element.font = font nbr, palette nbr, txt justify nbr,  (then  R,G,B values for ttf fonts only)
(text justify number is always 0 or 1 or -1)


    

Re: Problem when trying to edit commands

 May 18, 2017, 08:52:28 pm View in topic context
 Posted by mr_bourrepalestick  in Problem when trying to edit commands (Started by LuizPhoebia May 17, 2017, 03:17:57 am
 Board: M.U.G.E.N Development Help

...
Also, if I put it to action with Z, per example, if I do another move with down + Z or even Z + Y, the only special to come out is the Z one. Its like it has superiority over all other commands.

That's exactly what is happening. The first defined commands have superiority over the next ones, as mugen reads the .cmd file from up to bottom.
Once Z button is pressed, the engine goes to the first "changestate" which has "command = Z" included in its triggers.

I can recommand you to check out these topics :
.cmd file basics
triggers
There you'll find some of the basics which you'll need to be at least familiar with, before we dig into actually coding stuff.
(Other threads might contain more info in the Mugen Class section of the forum, and most of what you need can be found in mugen's /docs folder too btw ;) )
    

Re: Changing images/icons for Stage Selector in mugen character select menu

 May 18, 2017, 08:09:38 pm View in topic context

You welcome ! Glad to hear you solved your problem !
Cheers :)
    

Re: Problem when trying to edit commands

 May 17, 2017, 09:03:46 pm View in topic context
 Posted by mr_bourrepalestick  in Problem when trying to edit commands (Started by LuizPhoebia May 17, 2017, 03:17:57 am
 Board: M.U.G.E.N Development Help

If I get your idea right, the "main" idea is to make the gameplay easier. In other words, make special moves and cool stuff easier to perform.

If I got it right, I'd suggest you this way first : make the time to input the commands just a bit longer, and special commands a bit less restrictive.
I won't be lying to you : the first part (command time and command buffer time) may be quite easy to tweak and adjust with quick experimentations.
The second part (commands being less restrictive), can be a bit more delicate to handle. It depends on how deep you'll go in that area. Still, you could come out with very satisfying stuff, with few some smart adjustments.

Or else, you could go on Rising Thunder's way :
3 normal buttons (standing, jumping, crouching)
3 special move buttons (which could be different if you hold fwd / back / down  for instance).
If that's the way you want to go, I'll suggest you to chose 1 character you'll be customizing.
Write down your gameplay main ideas, in simple words first, like :

A = jab
B = medium punch
C = medium kick
A+B = Heavy punch
B+C = Heavy kick

X = hadouken (back +X = slow version, Fwd +X = fast)
Y = shoryuken (back + Y = light version, Fwd + Y = heavy)
Z = tastumaki (back + Z = short version, Fwd + Z = long)

Start = super move
You'll get into coding details later. First, imagine how you want that character to be played, describe your gameplay.  :)


So all depends if you want to go on tweaking existing commands and make them less restrictive, or rather reshaping the gameplay.
    

Re: Changing images/icons for Stage Selector in mugen character select menu

 May 17, 2017, 08:11:22 pm View in topic context

You welcome ! My pleasure !
...

My only problem now is that whenever I upload the new corresponding [capital] A glyph image so that I could replace the older stage image of the [capital] A glyph, not only does it replace/erase all of the stage images for all of the other glyph characters, but when I tried uploading the next corresponding image [for glyph capital B] through the "open image" menu of FontFactory, it doesn't place the B image right next to the A image, but instead it takes the place of/replaces the image for A glyph, even though I clicked on the B glyph letter on FontFactory.

No matter what I do so far, the images I upload keep on replacing all of the images in the original .fnt files, they also only go to slot A glyph, and I'm having a hard time figuring out how to place an image for B, C, D and all of the other glphys because all of them keep going to the A glyph slot and replace all other images.

....

If you want all your stages to be in a single .fnt font, you'll need to get them all together in A SINGLE .pcx  image (-> same height, same palette) , import that on FontFactory and work it out from there.

I'm not getting too much in details since you seem to be resourceful enough ! ;)
Just watch out not to have a huuuuge .pcx image. Sometimes, Fontfactory seems to have troubles with "big" images . Personnally, I've faced some glitches when the image is more than 3000 pix wide, but they worked fine on the same machine, but in Linux environment ... it's still some kind of mistery to me but whatever !
Good luck !
    

Re: Hyper DBZ Majin IKEMEN (Online HDBZ)

 May 17, 2017, 07:54:14 pm View in topic context
 Posted by mr_bourrepalestick  in Hyper DBZ Majin IKEMEN (Online HDBZ) (Started by TheFclass97 December 27, 2015, 07:04:05 pm
 Board: IKEMEN Releases

"sucks" ? "lame" ? "stupid shit" ? "retarted" ? "fuck that" ?
Let me remind you that all Mugen and Ikemen content is made by fans. For free, for fun.
Wanna talk shit ? Spend your money (or rather your parents' , kid) on whatever and go complain to whoever you see fit.
Wanna get stuff working ? Do it yourself or pay for it. That's "real world" kid. Grow the f* up.

I already wasted too much time. Added to ignore list.