YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

******
Cyanide is Offline
Contact Cyanide:

Cyanide

MFG Network Member

Messages by Cyanide

    

Re: Trying to properly scale an Explod with ModifyExplod but with no luck

 September 07, 2021, 08:43:37 am View in topic context
 Posted by Cyanide  in Trying to properly scale an Explod with ModifyExplod but with no luck (Started by GhostArrow September 02, 2021, 10:10:03 pm
 Board: M.U.G.E.N Development Help

Can you show us the code please? I like using full size bars and starting them scaled down rather than 1 pixel bars and scaling up. The 0,0 on the axis can cause issues your sprite can and will be on one side or the other which makes a difference for how the scaling behaves.
    

Re: Help, I don't find how to perform a boomerang catch animation

 September 01, 2021, 11:59:19 am View in topic context
 Posted by Cyanide  in Help, I don't find how to perform a boomerang catch animation (Started by Dabadabra12 August 24, 2021, 10:55:25 pm
 Board: M.U.G.E.N Development Help

Youre sending the helper to 212 with ctrl = 1. Giving a helper ctrl is generally a bad idea. And what is state 212?

Ah. 212 is your CHARACTERS state. Don't send the helper there. Trigger something in the character itself. Assuming the player stays in 1 state for the whole boomerang detecting that time is higher than its spawn AND it doesn't exist then play the anim should do it.
    

Re: Floor FX not aligned properly on character. Why?

 September 01, 2021, 11:57:42 am View in topic context
 Posted by Cyanide  in Floor FX not aligned properly on character. Why? (Started by D. HoChoy August 27, 2021, 01:16:23 am
 Board: M.U.G.E.N Development Help

Define floor fx. Fx show up where you put them. If they're misaligned even 0,0 will look wrong.
    

Re: How can I increase the strength and defence in a transformation?

 July 08, 2021, 08:11:27 am View in topic context
 Posted by Cyanide  in How can I increase the strength and defence in a transformation? (Started by Userman1490 July 07, 2021, 08:13:34 pm
 Board: M.U.G.E.N Development Help

Attackmulset and defensemulset are the 2 normal things to use. You normally crewte state -2 in a cns file. Be very sure you have checked EVERY file for statedef -2 as if you create 2 mugen will only use one of them causing either your new code not to work or to simply break the character
    

Re: I need help understanding this code.

 July 07, 2021, 12:16:31 pm View in topic context
 Posted by Cyanide  in I need help understanding this code. (Started by BigCato June 21, 2021, 10:55:31 pm
 Board: M.U.G.E.N Development Help

There are a lot of root variable redirects there. Any character you may import it to may use those variables for something else. So not only do you need to understand this code. Youll need to understand each character you add it to.

Right now there isn't enough info here. You need to follow each part. Both what creates the helper and what each and every variable in the root does and what causes it to be the values that helper cares about. Cursory glance says you have about 5 vars to look up/figure out before this code can go anywhere
    

Re: Which one is the code of a palfx that does not flash?

 June 13, 2021, 10:54:45 am View in topic context
 Posted by Cyanide  in Which one is the code of a palfx that does not flash? (Started by Asterix May 28, 2021, 08:02:58 am
 Board: M.U.G.E.N Development Help

More explanation. Palfx can flash in a couple of ways. One is to trigger it multiple times at values higher than its time. The other is using sinadd. Without more info can't help much more
    

Re: Slower when scaled?

 June 13, 2021, 10:52:59 am View in topic context
 Posted by Cyanide  in Slower when scaled? (Started by mastadon May 29, 2021, 05:05:36 pm
 Board: M.U.G.E.N Development Help

Scaled with localcoord? Yeah. Itll half everything for you. Thats why const640 etc exist and are horribly explained. If you want to make it a little easier. Set the localcoord back and use the xscale and yscale in the constants. Velocity is unaffected but fx will be weird
    

Re: a couple of things with DoomGuy II's Blossom

 June 13, 2021, 10:49:13 am View in topic context
 Posted by Cyanide  in a couple of things with DoomGuy II's Blossom (Started by Two-Tone Dearly June 08, 2021, 01:28:11 pm
 Board: M.U.G.E.N Development Help

The first bit is helpers most likely. They're entering a state or animation that doesn't exist. Find the state that does the punch. Then follow all the code through there. One of those will reference something either wrong or that is part of a game pack

Second bit. Some people start stuff and never implement. Might be the case for this. Make the command easier "qcf+a" for example and try again. If still nothing follow it through and confirm it was actually coded and isn't just an empty changestate.
    

Re: Regarding ChangeAnim (instead of animation, MUGEN seems to use sprites)

 May 04, 2021, 08:33:52 am View in topic context

If used on an opponent changeanim causes the character to use its own air file. Changeanim2 forces it into the attacking players air file to use those animations instead.
    

Re: Arcade intro issues

 April 29, 2021, 12:58:49 pm View in topic context
 Posted by Cyanide  in Arcade intro issues (Started by Trackiest head April 29, 2021, 12:17:20 pm
 Board: M.U.G.E.N Development Help

Does the music play? I haven't done an intro in forever but if the music plays you may find that your images are not aligned right for the intro. If you want to check that you could centralise the axis on one image. Just to make sure which corner is on screen.
    

Re: difficulty levels

 April 11, 2021, 11:28:44 am View in topic context
 Posted by Cyanide  in difficulty levels (Started by Wou Mugen April 10, 2021, 06:44:03 am
 Board: M.U.G.E.N Development Help

Would hope so. If the character has no inbuilt ai it affects how often default mugen button mashes.
    

Re: Animation is ok in the fighter factory but looks weird in the game.

 April 10, 2021, 04:15:08 am View in topic context
 Posted by Cyanide  in Animation is ok in the fighter factory but looks weird in the game. (Started by Redben April 09, 2021, 11:07:39 am
 Board: M.U.G.E.N Development Help

So the way it ought to work is if you add a sprite with shared pallete off any sprite added directly after that one should share palette with it. However some people mess that up and if its an old character mcm 2.0 guaranteed to make it awful.

You ought to be able to fix it by turning OFF shared palette for all the FX rather than turning it on.
    

Re: using P2 head position as a pos add

 April 10, 2021, 04:12:29 am View in topic context
 Posted by Cyanide  in using P2 head position as a pos add (Started by Momotaro April 08, 2021, 07:20:01 pm
 Board: M.U.G.E.N Development Help

Use ID on the hitdef. You can then use

Target(ID), redirection
Or was it targetid(id) i forget. Anyway. No chance of oops using that cos simul is horrible.
    

Re: using P2 head position as a pos add

 April 09, 2021, 07:28:31 am View in topic context
 Posted by Cyanide  in using P2 head position as a pos add (Started by Momotaro April 08, 2021, 07:20:01 pm
 Board: M.U.G.E.N Development Help

Thats right. If youve already hit them target or a targetID is an even more reliable method of going to the right opponent
    

Re: Projectile/Hitdef Help

 April 09, 2021, 06:38:15 am View in topic context
 Posted by Cyanide  in Projectile/Hitdef Help (Started by Phonej April 07, 2021, 05:49:35 am
 Board: M.U.G.E.N Development Help

Are you actually using a projectile sctrl? Projectiles still use pausetime. You want to reduce ghat value for the projectile to make sure the animation continues. Use projmisstime to split up the hits. Use projhits to limit it to 5 hits. Do all the normal hitdef stuff so it pushes right. If you don't give it a velocity it will remain in place.
    

Re: Riping sprites from png file

 April 06, 2021, 01:53:50 pm View in topic context
 Posted by Cyanide  in Riping sprites from png file (Started by Vinnie April 01, 2021, 11:20:44 am
 Board: M.U.G.E.N Development Help

No i get that. But what are they from? I want a guide for what they should look like in game so i can provide any advice for how you should put them in mugen.
    

Re: Riping sprites from png file

 April 04, 2021, 01:03:05 am View in topic context
 Posted by Cyanide  in Riping sprites from png file (Started by Vinnie April 01, 2021, 11:20:44 am
 Board: M.U.G.E.N Development Help

Can we see those in the source game? They look a bit unusual for fx
    

Re: Sprite transparency

 April 04, 2021, 12:51:19 am View in topic context
 Posted by Cyanide  in Sprite transparency (Started by Phonej April 03, 2021, 12:59:46 am
 Board: M.U.G.E.N Development Help

Wrong colour bg for making that particular effect look pretty in mugen. You need black tbh so the transparency stuff actually goes see through round the detail. Right now your effect will retain a green tinge around it even with trans = add in play.

Any mugen sprite not using alpha transparency needs a 256 colour palette. Colour 0 which is top left or bottom right depending on application will be your invisible colour. Most of the time if the image has pure black that tends to be 0 by default which is good for your purposes. All you have to do is add it to the file with shared palette turned off and you're good.
    

Re: Adding blue boxes to a char leads to error and game crashing.

 April 01, 2021, 09:15:08 am View in topic context
 Posted by Cyanide  in Adding blue boxes to a char leads to error and game crashing. (Started by Redben March 26, 2021, 10:19:12 pm
 Board: M.U.G.E.N Development Help

Not to stop you but check out the air.html in the docs folder. Less is more with clsns. Going accurate is detrimental to gameplay.
    

Re: Stage Preview on Select Screen

 March 30, 2021, 10:16:58 am View in topic context
 Posted by Cyanide  in Stage Preview on Select Screen (Started by DeathScythe March 30, 2021, 08:33:08 am
 Board: M.U.G.E.N Development Help

Only via creating your own frontend. That way you can reference whatever you like as the match is called via command line letting you specify characters and stage. Otherwise font is as good as you get in normal mugen.