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Noctis

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Messages by Noctis

    

Re: Rage arts like Tekken 7

 June 08, 2017, 05:21:08 am View in topic context
 Posted by Noctis  in Rage arts like Tekken 7 (Started by Tekkenthusiast June 01, 2017, 04:45:20 pm
 Board: M.U.G.E.N Development Help

You gotta update us and let us know if it worked or not. otherwise ima assume you solved it and change your topic. if you still need help after that, chances are you wont get it. no one clicks on solved topics.
    

Re: Raging demon problem

 June 08, 2017, 05:17:01 am View in topic context
 Posted by Noctis  in Raging demon problem (Started by Tekkenthusiast June 05, 2017, 07:23:12 pm
 Board: M.U.G.E.N Development Help

What Odb said will work fine. Use it.
    

Re: Get up command

 June 08, 2017, 04:44:11 am View in topic context
 Posted by Noctis  in Get up command (Started by Tekkenthusiast June 04, 2017, 05:56:23 pm
 Board: M.U.G.E.N Development Help

create a changestate to the permanent liedown state in his getup state and add a changestate to 5101 back to state 5111 so he can still get hit and bounce like in tekken.
the changestates to 705 and 710 are example changestates to a roll forward and roll backward state.

note that if this isnt a full game, it could potentially mess with other characters attacks. the best you can do is what i have it as. hyper attacks send them into the regular gethit state and the rest, the bouncing state.

Code:
;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 5101]
type    = L
movetype= H
physics = N
sprpriority = 0

[state 5111, 0]
type = changestate
trigger1 = prevstateno = 5111
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
value = 5111

Code:
;---------------------------------------------------------------------------
; HIT_LIEDOWN_PERMANENT
[Statedef 5111]
type    = S
movetype= I
physics = N
sprpriority = 0
ctrl = 0

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA
stateno = 5101
slot = 0
time = -1
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,HA
stateno = 5000
slot = 1
time = -1
ignorehitpause = 1

[state 5111, 0]
type = changestate
trigger1 = command = "back"
value = 710

[state 5111, 0]
type = changestate
trigger1 = command = "fwd"
value = 705

[state 5111, 0]
type = changestate
trigger1 = command = "up"
value = 5120
;---------------------------------------------------------------------------
; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N
sprpriority = 0

[state 5110, 16]
type = changestate
trigger1 = time = 0
value = 5111
ctrl = 0
    

Re: Gemini Saga (Ultimate Cosmo Inspired)

 March 31, 2017, 10:27:56 pm View in topic context
 Posted by Noctis  in Gemini Saga (Ultimate Cosmo Inspired) (Started by Ningen-Sama February 15, 2017, 12:29:20 am
 Board: Sprite Projects

I should've elaborated. Your only problem is the transition from one sprite to another. It lacks fluid motion. It's all jotty if that's even a word. But again, still looks great. I like the winpose. How far along are you on this as of today?
    

Re: Gemini Saga (Ultimate Cosmo Inspired)

 March 04, 2017, 05:32:25 am View in topic context
 Posted by Noctis  in Gemini Saga (Ultimate Cosmo Inspired) (Started by Ningen-Sama February 15, 2017, 12:29:20 am
 Board: Sprite Projects

I'm not sure much feedback can be given. The sprites look sexy. The only problem is the animations and I think you'll get better at them with time and studying. So, they look great!
    

Re: how to make enemy slow

 February 08, 2017, 08:50:18 am View in topic context
 Posted by Noctis  in how to make enemy slow (Started by Nexus Games February 08, 2017, 08:29:39 am
 Board: M.U.G.E.N Development Help

Super Pause
    

Re: How to delay an animation's appearance?

 February 05, 2017, 04:43:51 am View in topic context
 Posted by Noctis  in How to delay an animation's appearance? (Started by MegaSobi February 03, 2017, 02:17:16 am
 Board: M.U.G.E.N Development Help

For a stage? Make it play a blank, invisible image (1,0) and after 1800 ticks (30 seconds) change it to the image you want (1,1) and so on.

I don't remember entirely what it should look like, but here. This'll play the blank image of 1,0 for 30 seconds and then switch to the image you want for another 30 seconds in repeat.

[BG 1]
type = anim
actionno = 1
start = 0,0
delta = 1,1
layerno = 0

[Begin Action 1]
1,0, 0,0, 1800,,AS0D256
1,1, 0,0, 1800,,AS256D0
    

Re: I have a problem with sprites.

 January 19, 2017, 04:56:01 am View in topic context
 Posted by Noctis  in I have a problem with sprites. (Started by IkuTronHD January 18, 2017, 03:53:54 pm
 Board: Off-Topic Help

Are you asking for someone to convert your sprites, i.e edit them to a style that you want? I'm not quite clear on what it is you're asking.

If you're asking for sprite edits, a better place to ask would be Off-topic Help
    

Re: How to make move unusable if it connects the first time?

 January 19, 2017, 04:49:39 am View in topic context
 Posted by Noctis  in How to make move unusable if it connects the first time? (Started by Prime SC January 16, 2017, 05:22:48 am
 Board: M.U.G.E.N Development Help

As Odb stated, using an ID would be a more efficient and simplified way.
Code:
[state 200, hitdef]
type=hitdef
trigger1=!numtarget(200)
guardflag...
damage...
fall...
id=200
    

Re: A.I. question

 January 19, 2017, 04:43:01 am View in topic context
 Posted by Noctis  in A.I. question (Started by M206 January 17, 2017, 08:08:36 am
 Board: M.U.G.E.N Development Help

Ensure that in your command section you have all your commands with a !var(ai var here) to offset it from the AI...
Code:
    [State -1, Stand Strong Punch] ; character controlled
    type = ChangeState
    trigger1 = !var(59)
    trigger1 = StateNo = 1604
    trigger1 = (animelem = 3, >= 1) && movecontact
    value = 1605
...as well as removing ctrl from your AI command. You're all trying too hard.
Code:
    [State -1, Stand Strong Punch] ; AI combo-only version
    type = ChangeState
    trigger1 = var(59) = 1
    trigger1 = StateNo = 1604
    trigger1 = p2statetype = S && p2dist x <= 120 && p2dist x >= 60
    trigger1 = (animelem = 3, >= 1) && movecontact
    value = 1605
This is all it should take. Having a random<2000 will never affect it as the chances of that happening, assuming it even went up to 2000, would be near impossible. A random<200 would be more acceptable.
    

Re: Character portrait not showing up

 November 24, 2016, 07:32:33 pm View in topic context
 Posted by Noctis  in Character portrait not showing up (Started by KazumaKenchi November 23, 2016, 05:39:02 pm
 Board: M.U.G.E.N Development Help

Basically, the portrait had no palette. So it had no colors, making it invisible. It can't be much else since you said it's the only 9000,1 image and the SP is fine.
    

Re: Capcom vs. Square Enix Sprite Project Thread (Current: Asura, Tifa Lockhart)

 November 06, 2016, 02:04:12 pm View in topic context
 Posted by Noctis  in CvSE Sprite Project (Tifa, Asura) (Started by hatter February 28, 2016, 04:46:44 pm
 Board: Sprite Projects

It's a lot of work, my man but it's worth it in the end.
The bare turns look great.
    

Re: Capcom vs. Square Enix Sprite Project Thread (Current: Asura, Tifa Lockhart)

 November 02, 2016, 05:58:59 pm View in topic context
 Posted by Noctis  in CvSE Sprite Project (Tifa, Asura) (Started by hatter February 28, 2016, 04:46:44 pm
 Board: Sprite Projects

My god things have gone sour in here.

I assume you're aware of this, but her falling from jump phase' hair instantly changes from down to up without any transition. Or is that intentional?

Also, I had no idea thats what her turn looked like. I'd have said something about it too, but the turn anim was so fast I never even noticed it. Her turn should basically be her stand anim, but slightly altered to look like she's bringing her fore arm and fore leg in for a few frames and her head turning, no?

Also, progress on Asura! Awesome!
I'm also digging the diversity of characters in your roster, too. Not enough characters get the love they deserve because of these "iconic" characters or whatever. And above all else, Tifa really needed a mugen conversion badly. Tifa and Asura both. They're literally what I've been wanting in mugen for years, but I'm too lazy to do anything about it myself xD
    

Re: Capcom vs. Square Enix Sprite Project Thread (Current: Asura, Tifa Lockhart)

 October 20, 2016, 12:22:27 am View in topic context
 Posted by Noctis  in CvSE Sprite Project (Tifa, Asura) (Started by hatter February 28, 2016, 04:46:44 pm
 Board: Sprite Projects

Looks pretty damn good to me! Glad you were able to get it finished. I don't see anything wrong here.
    

Re: Character of the Month: September 2016 Nominations

 October 07, 2016, 08:51:22 pm View in topic context
 Posted by Noctis  in Character of the Month: September 2016 Nominations (Started by 【MFG】gui0007 October 02, 2016, 05:10:20 pm
 Board: Contributions of the Month

    

Re: Aperson98's outlines and sprite works

 October 06, 2016, 04:01:05 am View in topic context
 Posted by Noctis  in Aperson98's outlines and sprite works  (Started by aperson98 September 17, 2016, 01:35:46 am
 Board: Sprite Projects

I said it before, but your Poison outlines are heavenly. Awesome work and detail.
    

Re: Character of the Month: September 2016 Nominations

 October 06, 2016, 03:57:28 am View in topic context
 Posted by Noctis  in Character of the Month: September 2016 Nominations (Started by 【MFG】gui0007 October 02, 2016, 05:10:20 pm
 Board: Contributions of the Month

Give my 4 votes to any of the candidates that are close to being nominated and any leftover to whoever else is left or whoever the next candidates are.
Just give my 4 fucking votes to whoever.
    

Re: Capcom vs. Square Enix Sprite Project Thread (Current: Asura, Tifa Lockhart)

 October 04, 2016, 11:36:11 pm View in topic context
 Posted by Noctis  in CvSE Sprite Project (Tifa, Asura) (Started by hatter February 28, 2016, 04:46:44 pm
 Board: Sprite Projects

Ryu and Tifa are both looking pretty great. I haven't posted lately because I just hop on real quick and jump off because I haven't really any time until now, but thanks for the update! It's appreciated to know how progress is going despite how busy you could be with other things.
    

Re: Set the position of Helper according to the Width of p2

 October 04, 2016, 06:22:16 am View in topic context
 Posted by Noctis  in Set the position of Helper according to the Width of p2 (Started by daraku October 02, 2016, 04:25:58 pm
 Board: M.U.G.E.N Development Help

Are you resizing it or wanting it to be in a specific position? If specific position, use posset like so

This is an example, but for the one covering him...
Code:
[State 0, PosAdd]
type = Posset
trigger1 = 1
x = Floor(Enemy,pos x)
y = Floor(Enemy,pos y-enemy,const(size.mid.pos.y))
ignorehitpause = 1

For the one following him from behind.
Code:
[State 0, PosAdd]
type = Posset
trigger1 = 1
x = Floor(Enemy,pos x-enemy,const(size.ground.back)-20)
y = Floor(Enemy,pos y-enemy,const(size.mid.pos.y))
ignorehitpause = 1

You'll need to mess with it for the enemy's turning and facing and etc, but it should look like that.
    

Re: Roronoa Zoro (W.I.P)

 October 03, 2016, 02:15:50 am View in topic context
 Posted by Noctis  in Roronoa Zoro (W.I.P)  (Started by k6666orochi October 02, 2016, 03:13:47 am
 Board: Projects

Uhhhh are those custom sprites or sprites from a game??