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Sheng Long

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Re: Helper style white flash screen upon move hit

 September 24, 2004, 05:37:27 PM View in topic context
 Posted by Sheng Long  in Helper style white flash screen upon move hit (Started by Sheng Long September 24, 2004, 04:59:43 AM
 Board: Tips, Tricks, Tutorials

Because you can do much more things with helper objects than you can other objects.



Aahhh to hell with this, you guys are too smart/helpful.  ;)

With a bit of tweaking, and variable usage to detect movehit before resetting, I got the flash working without the helper object needed. :P

Thanks guys. :)


So this is what I have now for my character.
Code:
;---------------------------------------------------------------------------
; Player's Super Move
[Statedef 2000]

[State 2000, VarSet]
type = VarSet
trigger1 = Time <= 0
var(0) = 0

[State 2000, VarSet]
type = VarSet
trigger1 = MoveHit
ignorehitpause = 1
var(0) = 1

[State 2000, Flash]
type = EnvColor
trigger1 = MoveHit
value = 240,240,240
ignorehitpause = 1
time = 2

[State 2000, Reset]
type = MoveHitReset
trigger1 = MoveHit
ignorehitpause = 1

;---------------------------------------------------------------------------

I guess it does make things a lot easier. :)
    

Re: Helper style white flash screen upon move hit

 September 24, 2004, 07:36:08 AM View in topic context
 Posted by Sheng Long  in Helper style white flash screen upon move hit (Started by Sheng Long September 24, 2004, 04:59:43 AM
 Board: Tips, Tricks, Tutorials

The bind to root is so the helper always sticks with the player. So the helper won't go off the screen. I know it still may seem senseless, but IMO, I like it that way. :)

The not hit by controller is so that the opponent can not hit the invisible helper. :P

When I apply the EnvColor in the root chaarcter's state, when there is successful contact made and the player is STILL in that attack state, the flash will either always stay on screen, or it will not appear again until the character goes into different state number. :P


EDIT: Oohhh, after testing the MoveHitReset controller, that seems to work a lot better. Heck, I didn't even know there was a MoveHitReset controller to work with, only triggers.


EDIT 2: Also, if Im trying to do a move which changes to a state ONLY triggered to a move hit, then its impossible, since the MoveHitReset controller is Reset. Example, Shin Shoryuken, the alternate state for that is only triggered upon move hit, correct? Which is another reason for my helper object. ;)
    

Helper style white flash screen upon move hit

 September 24, 2004, 04:59:43 AM View in topic context
 Posted by Sheng Long  in Helper style white flash screen upon move hit (Started by Sheng Long September 24, 2004, 04:59:43 AM
 Board: Tips, Tricks, Tutorials

I've made an easier way to come up with adding screen flash (when the player successfully hits opponent) into characters super moves using the helper object.

I'm not sure if anyone has tried this method. But I thought it might be helpful. ;)

This is how I start setting up the flash object during the player's super move state.
Code:
;---------------------------------------------------------------------------
; Player's Super Move
[Statedef 2000]

[State 2000, Helper]
type = Helper
trigger1 = Time <= 0
trigger1 = NumHelper(3000) = 0
helpertype = normal
ignorehitpause = 1
name = "Flash"
persistent = 0
id = 3000
facing = 1
pos = 0,0
postype = P1
stateno = 3000
keyctrl = 0
ownpal = 1

[Everything else down here]

;---------------------------------------------------------------------------

This is where I set up the helper object's flash effect states.
Code:
;---------------------------------------------------------------------------
; Super Move Object
[Statedef 3000]
velset = 0,0
ctrl = 0

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3000, Special]
type = AssertSpecial
trigger1 = 1
flag = Invisible

[State 3000, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0
time = 1

[State 3000, State]
type = ChangeState
trigger1 = Parent, MoveHit
trigger1 = Parent, HitPauseTime > 0
value = 3001

[State 3000, Destroy]
type = DestroySelf
trigger1 = Root, MoveType != A

;---------------------------------------------------------------------------
; Super Move Object - Hit Flash
[Statedef 3001]
velset = 0,0
ctrl = 0

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3000, Special]
type = AssertSpecial
trigger1 = 1
flag = Invisible

[State 3000, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0
time = 1

[State 3000, Flash]
type = EnvColor
trigger1 = Time <= 0
value = 240,240,240
ignorehitpause = 1
persistent = 0
time = 2

[State 3000, State]
type = ChangeState
trigger1 = Parent, HitPauseTime = 0
value = 3000

[State 3000, Destroy]
type = DestroySelf
trigger1 = Root, MoveType != A

;---------------------------------------------------------------------------

This way, you won't have to screw with messing up the animation, state times, or making variables to record how much time passed in the state.

This method, the helper object detects whether the root/parent player has made a successful hit with the opponent. If the player is successful, it will change to the flash screen state (in this case, state 3001) until the player's hitpausetime is over. Then it will go back to the original state (state 3000). However, if the player has made contact, but is NOT successful (opponent guards) the helper object will remain in the original state, therefore cancelling out the screen flash state.

When the player is done attacking in the super move state, the helper object will be removed, so the flash will not take effect for the other states.


I know this may sound obvious to some of you who are very experienced with mugen, but I hope it helps others too who want to use a technique like this. :)
    

Re: Valodim's Thread

 August 30, 2004, 06:33:00 AM View in topic context
 Posted by Sheng Long  in Valodim's Thread 2004 (Started by Nunor January 15, 2004, 04:44:10 PM
 Board: Feedback

N00b's tend to other peoples works.  ;D
    

Re: Valodim's Thread

 August 11, 2004, 04:33:11 AM View in topic context
 Posted by Sheng Long  in Valodim's Thread 2004 (Started by Nunor January 15, 2004, 04:44:10 PM
 Board: Feedback

I'm just having a good time. :)
    

Re: Valodim's Thread

 August 10, 2004, 10:04:35 PM View in topic context
 Posted by Sheng Long  in Valodim's Thread 2004 (Started by Nunor January 15, 2004, 04:44:10 PM
 Board: Feedback

    

Re: Valodim's Thread

 August 10, 2004, 03:28:15 AM View in topic context
 Posted by Sheng Long  in Valodim's Thread 2004 (Started by Nunor January 15, 2004, 04:44:10 PM
 Board: Feedback

Do we still get our backup boxes?

Because I just checked my PIMs and I didn't see the backup box anywhere.
    

Re::: Mugen Xp Sound - alternative ::

 May 10, 2004, 03:46:39 AM View in topic context
 Posted by Sheng Long  in :: Mugen Xp Sound - alternative ::  (Started by O Ilusionista May 04, 2004, 06:25:03 PM
 Board: Tips, Tricks, Tutorials

It depends on your sound blaster. I tried 'SB10' and my mugen would not run.

Also, wouldn't 'auto' help anyway, since it supposedly checks for the best sound blaster setup?
    

Re:Character - Stage interaction

 April 11, 2004, 05:31:12 PM View in topic context
 Posted by Sheng Long  in Character - Stage interaction  (Started by VIB April 11, 2004, 01:17:59 PM
 Board: Code Library

Even though this IS a good idea, but it still won't let you do everything a stage interaction should have.
    

Re:Creators Code Permissions

 January 08, 2004, 06:48:55 PM View in topic context
 Posted by Sheng Long  in Creator's Permissions (Started by Cybasterd January 08, 2004, 06:34:32 PM
 Board: Resource Releases

OOhkaayy... I have some gripes about this.

1. Will Noobs even bother looking here before starting their own creations?

2. Will they even give us credit for the work?

3. I don't think many mugen creators will use this, IMO, considering they put a lot of work into their creations and they want to be given the credit for their mugen work.

BTW, KFM is already open source, since it was made by Elecbyte, and is a base for all mugen characters.
    

Re:VMDsound and the Allegro error

 December 05, 2003, 07:42:34 PM View in topic context
 Posted by Sheng Long  in VDMsound and the Allegro error  (Started by Iori Yagami December 04, 2003, 04:17:05 PM
 Board: Tips, Tricks, Tutorials

if mugen have a windows version...
i can't understand why elecbyte gave up their great project....

Yes they need to release winmugen for those with Win XP especially.

Also, about the sound. The sound is much better less static with VDMSound yes, but I'm still hearing it as late timing. I changed the sound blaster options and still nothing happened. Maybe someone can 'show' me what exactly I need to change to fix my sound timing bug?

BTW, before I got XP, the sound was perfectly fine. But because of XP, it's all ruined now.  ::)
    

Re:vdm sound and the Allegro error

 December 05, 2003, 06:30:28 AM View in topic context
 Posted by Sheng Long  in VDMsound and the Allegro error  (Started by Iori Yagami December 04, 2003, 04:17:05 PM
 Board: Tips, Tricks, Tutorials

Hmm.... When I use this with VDMSound. The sound is delayed?

Example. If Guile or Ryu throw a projectile, you do not hear 'Sonic Boom' or 'Hadoken' until after the animation is done. That is how late the sound plays for me using my VDMSound.

Do you know way to fix this for sound to be more accurate to the correct timing?
    

Re:Sprite rotation

 November 27, 2003, 04:15:54 AM View in topic context
 Posted by Sheng Long  in Sprite rotation (Started by O Ilusionista August 20, 2003, 10:48:17 PM
 Board: Tips, Tricks, Tutorials

    

Re:Square roots and General Roots in mugen...

 November 07, 2003, 07:37:39 PM View in topic context
 Posted by Sheng Long  in Square roots and General Roots in mugen...  (Started by Bea November 07, 2003, 12:20:13 PM
 Board: Code Library

LOL I'm just as confused as ever looking at that code. I'd rather stick with to my common knowledge. Besides, what OrochiKOF97 says, we do not really need that kind of math equation for our characters, unless there is a specific reason why we needed it.
    

Re:Experimental - Reflecting Projectiles!

 August 27, 2003, 09:38:21 PM View in topic context
 Posted by Sheng Long  in Experimental - Reflecting Projectiles!  (Started by Sheng Long August 21, 2003, 04:42:22 AM
 Board: Tips, Tricks, Tutorials

Actually, they can be guared. Well some of them can be anyway. It just doesn't work quite as well as the others. Besides the hitdef points to affectteam = friendly, which may effect it. Not to mention it was made by the same opponent who threw it. So I don't know any way around this for now.
    

Re:Experimental - Reflecting Projectiles!

 August 27, 2003, 08:35:57 PM View in topic context
 Posted by Sheng Long  in Experimental - Reflecting Projectiles!  (Started by Sheng Long August 21, 2003, 04:42:22 AM
 Board: Tips, Tricks, Tutorials

    

Re:Experimental - Reflecting Projectiles!

 August 23, 2003, 05:33:31 AM View in topic context
 Posted by Sheng Long  in Experimental - Reflecting Projectiles!  (Started by Sheng Long August 21, 2003, 04:42:22 AM
 Board: Tips, Tricks, Tutorials

The patch has been updated 8/22.

- Fixed a minor bug during team player mode.
 * This bug happens when two reflected projectiles hit each other.
- Adjusted animation of energy shield.
 * It doesn't just flash anymore. I used the full animation of the sonic boom.  ;D
    

Re:Experimental - Reflecting Projectiles!

 August 21, 2003, 03:39:22 PM View in topic context
 Posted by Sheng Long  in Experimental - Reflecting Projectiles!  (Started by Sheng Long August 21, 2003, 04:42:22 AM
 Board: Tips, Tricks, Tutorials

good trick. But sadly this doesnt works with normal projectiles

I know.  ::)

What I could do for this is make the player go into a reversldef state. When it makes contact with normal projectile, the player goes into another state throwing a different projectile. Though it won't be the same as what's shown above though. And of course, this was just an experimental idea anyway.  ;)
    

Re:Experimental - Reflecting Projectiles!

 August 21, 2003, 05:33:18 AM View in topic context
 Posted by Sheng Long  in Experimental - Reflecting Projectiles!  (Started by Sheng Long August 21, 2003, 04:42:22 AM
 Board: Tips, Tricks, Tutorials

    

Experimental - Reflecting Projectiles!

 August 21, 2003, 04:42:22 AM View in topic context
 Posted by Sheng Long  in Experimental - Reflecting Projectiles!  (Started by Sheng Long August 21, 2003, 04:42:22 AM
 Board: Tips, Tricks, Tutorials

It's very simple actually. However, the projectiles thrown by the enemies 'have' to be a helper type with AP (Any Projectile) attribute. I also used a ReversalDef when the helper projectile hits the energy shield, the fireball (helper) changes into the player 1 custom state, which makes it change direction. However, since projectiles have different states and animation numbers and whatnot, the projectile (helper) won't display the dissapearing animation. The reflected projectile state doesn't change the animation of the fireball, so it'll show the current animation of the projectile thrown. Another good thing about this is that there aren't any errors displayed in the debug. Also the new codes only apply to the character reflecting the projectile, while the other characters use a helper type projectile with AP attribute.

This won't work on projectile types though. But I think it's close enough to the point.

Updated 8/22
Download the experimental patch here.

http://gcnmario.web1000.com/guilepat.zip

Here's some screen shots of what I experimented with. I used my Guile to experiment this. The energy shield is a rotated form of the dissapearing sonic boom.  ;D