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Re: SFA4 Team

 December 11, 2014, 11:10:27 pm View in topic context
avatar  Posted by BC  in SFA4 Team (Started by BC November 06, 2014, 11:15:56 pm
 Board: Street Fighter Alpha 4

Looking for experienced street fighter players to beta test,

Inbox me please
    

Re: SFA4 Videos

 December 06, 2014, 01:36:38 pm View in topic context
avatar  Posted by BC  in SFA4 Videos (Started by BC November 06, 2014, 10:45:14 pm
 Board: Street Fighter Alpha 4

    

Rage Ideas

 December 06, 2014, 11:36:27 am View in topic context
avatar  Posted by BC  in Rage Ideas (Started by BC December 06, 2014, 11:36:27 am
 Board: Street Fighter Alpha 4

Post any rage ideas you have for a character and if we like the sound of it we might use it! With credit of course.

All you need to do is post the characters name, the name of the move and a full description of the move. Diagrams are encouraged too if you cant explain very well.
    

Re: Stages

 December 05, 2014, 12:09:44 am View in topic context
avatar  Posted by BC  in Stages (Started by BC November 06, 2014, 11:08:07 pm
 Board: Street Fighter Alpha 4

Yeah they'll all be updated with zoom!
    

Re: Fei Long

 December 04, 2014, 11:46:28 pm View in topic context
avatar  Posted by BC  in Fei Long (Started by BC November 19, 2014, 04:43:28 pm
 Board: Street Fighter Alpha 4

Verbal update:

All basic attacks completed
Fei will feature his SF4 moves like the inch punch ultra and step over special and more.

Expect something special for his Rage too ;)
    

Re: SFA4 Guy Revamp

 December 02, 2014, 12:53:04 pm View in topic context
avatar  Posted by BC  in SFA4 Guy Revamp (Started by BC October 31, 2014, 03:03:43 am
 Board: Projects

    

Re: SFA4 Videos

 December 02, 2014, 12:52:24 pm View in topic context
avatar  Posted by BC  in SFA4 Videos (Started by BC November 06, 2014, 10:45:14 pm
 Board: Street Fighter Alpha 4

    

Power Gain Equation?

 November 27, 2014, 08:24:43 pm View in topic context
avatar  Posted by BC  in Power Gain Equation? (Started by BC November 27, 2014, 08:24:43 pm
 Board: M.U.G.E.N Development Help

I want to store my characters power gain inside a variable but I'm unsure which triggers/equation would be used. Is there any known equation that mugen uses to build it's own power bar?

I've tried using gethitvar but it doesn't contain the necessary arguments like getpower/poweradd.
    

Re: SFA4 Guy Revamp

 November 22, 2014, 06:41:16 pm View in topic context
avatar  Posted by BC  in SFA4 Guy Revamp (Started by BC October 31, 2014, 03:03:43 am
 Board: Projects

Thanks bro.
    

Re: common1.cns

 November 19, 2014, 07:08:10 pm View in topic context
avatar  Posted by BC  in common1.cns (Started by BC November 17, 2014, 05:57:03 pm
 Board: M.U.G.E.N Development Help

Ok It works coding it as an explod in state -2 which is cool! but a shame because I wanted to code it using my method but at least it's working now. thanks man.

     Posted: November 23, 2014, 01:56:38 am
Ok I found the problem!

For those who are interested, this was stupidly overlooked by me.

The explod was removing but only for player 1 because I forgot to position player 2's graphic, so they were sharing the exact same position so when player 1's disappears player 2's is still there LOL

I found it out by accident by doing the move using player 2 after I did it with player 1 then it finally disappeared. D'OH!
    

Fei Long

 November 19, 2014, 04:43:28 pm View in topic context
avatar  Posted by BC  in Fei Long (Started by BC November 19, 2014, 04:43:28 pm
 Board: Street Fighter Alpha 4


Currently working on Fei Long while I sort out a cosmetic issue with Step System -_-

Basics done so far, Info on his gameplay soon..
    

Re: common1.cns

 November 19, 2014, 02:58:59 pm View in topic context
avatar  Posted by BC  in common1.cns (Started by BC November 17, 2014, 05:57:03 pm
 Board: M.U.G.E.N Development Help

Nothing's resetting the variable just yet, I'm just trying to get the graphic to work properly first. Even adding a reset sctrl doesn't make much difference, I tried that code but still nothing, this should be simple but I'm convinced it's a bug lol.

I might need a work around? I'll wait for other responses. Thanks for helping so far though guys.
    

Re: common1.cns

 November 19, 2014, 09:45:44 am View in topic context
avatar  Posted by BC  in common1.cns (Started by BC November 17, 2014, 05:57:03 pm
 Board: M.U.G.E.N Development Help

Either way it's still not working, I've corrected my code and no luck.

Code:
[State 0, VarAdd]
type = VarAdd
trigger1 = stateno = 1500 && time = 1
v = 6
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = var(6)>= 3
v = 6   
value = 3

[State 0, Helper]
type = Helper
trigger1 = numhelper(9997)=0
name = "step meter"
ID = 9997
stateno = 9997
pos = 0,0
postype = left
facing = 1
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
persistent = 0



Helper State: (triggers provided do not make a difference)

[statedef 9997]
type = A
anim = 7999


;If the explods trigger is root,var(6)=1 it appears when the variable is equal to 1 and disappears when the variable is equal to  2
(if set in the removeexplod)
;But I want it to disappear when it's equal to 1. But for some reason it's not doing that.

[State 0, Explod]
type = Explod
trigger1 = root,var(6)=0
trigger1 = numexplod(5)=0
anim = 10002
ID = 5
pos = 54,23
postype = left
scale = 0.5,0.5
removetime = -1
sprpriority = 5
ownpal = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,var(6)=1
id = 5

    

Re: common1.cns

 November 18, 2014, 10:48:42 am View in topic context
avatar  Posted by BC  in common1.cns (Started by BC November 17, 2014, 05:57:03 pm
 Board: M.U.G.E.N Development Help

I moved it character side and the problem is

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,var(6)>0
id = 9000

The RemoveExplod is the issue, because if I use a destroyself with the same trigger it destroys the helper fine. So is this a bug?


EDIT:

[State 0, Explod]
type = Explod
trigger1 = root,var(6)=1
anim = 10002
ID = 5
pos = 54,23
postype = left
scale = 0.5,0.5
removetime = -1
sprpriority = 5
ownpal = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,var(6)=2
id = 5

this works so it seems it's my variable that's the issue. But I want the explod to appear when the variable is 0 but it won't remove if I do that!??
    

Re: common1.cns

 November 17, 2014, 08:54:48 pm View in topic context
avatar  Posted by BC  in common1.cns (Started by BC November 17, 2014, 05:57:03 pm
 Board: M.U.G.E.N Development Help

Changing the trigger to !time still doesn't make it disappear even when my characters var(6)=1

(Note: the common1.cns isn't in my character folder it's in the data folder in Mugen incase that helps)
    

Re: SFA4 Videos

 November 17, 2014, 07:51:09 pm View in topic context
avatar  Posted by BC  in SFA4 Videos (Started by BC November 06, 2014, 10:45:14 pm
 Board: Street Fighter Alpha 4

Lifebars look so much better, gewd Jawb. Please note guys all sounds and announcer sounds are temporary.
    

Re: common1.cns

 November 17, 2014, 07:07:59 pm View in topic context
avatar  Posted by BC  in common1.cns (Started by BC November 17, 2014, 05:57:03 pm
 Board: M.U.G.E.N Development Help

Code:
;TEST CODE FOR STEP SYSTEM GRAPHIC
[State 0, VarAdd]
type = VarAdd
trigger1 = stateno = 1500 && time = 1  ;Dash Cancel
v = 6
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = var(6)>= 3 ;Limit
v = 6   
value = 3

;========================================================
;Display Helper When you have 1 lvl of power and the variable hasn't incremented yet.
;========================================================
[State 0, Helper]
type = Helper
trigger1 = numhelper(9997)=0
trigger1 = power>= 1000 && var(6)=0
name = "step meter"
ID = 9997
stateno = 9997
pos = 0,0
postype = left
facing = 1
ownpal = 1
supermovetime = 999
pausemovetime = 999

;==========================
common1.cns from Mugen's Data Folder
;==========================
;STEP SYSTEM
[statedef 9997]
velset = 0,0
ctrl = 0
sprpriority = 2
anim = 7999 ;blank anim

[State 0, Explod]
type = Explod
trigger1 = numexplod(9000) = 0
anim = F9000
ID = 9000
pos = 54,23
postype = left
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 999
supermovetime = 999
scale = 0.5,0.5
sprpriority = 5
ontop = 1
ownpal = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(6)=1 ;remove when the variable 6 from the players file has incremented.
id = 9000
    

common1.cns

 November 17, 2014, 05:57:03 pm View in topic context
avatar  Posted by BC  in common1.cns (Started by BC November 17, 2014, 05:57:03 pm
 Board: M.U.G.E.N Development Help

I want to make a system universal using Mugen's common1.cns. I've summoned a helper in the characters .cns file and coded the state in mugen's common file using an explod inside the helper state. However when I want to destroy the helper/explod using say trigger = var(6)=1 it doesn't recognize it. So how do I get mugen's common file to recognize triggers based on my character?

EDIT:

Guessing I need sysvar or something?
    

Re: Karate Champ: Olympic Rematch (placeholder title)

 November 09, 2014, 11:13:21 am View in topic context
avatar  Posted by BC  in Karate Champ: Olympic Rematch (temp title) (Started by Balthazar November 08, 2014, 06:35:32 pm
 Board: Projects

Interesting project ive always loved this game, the sprites look great nice job.
    

Re: System

 November 09, 2014, 12:41:58 am View in topic context
avatar  Posted by BC  in System (Started by BC November 05, 2014, 10:03:32 pm
 Board: Street Fighter Alpha 4

Glad to see that you still plan on working on this. Stagger seems a bit iffy to me. It seems you're dumbing down the timing to follow up an overhead. Following up an overhead is perhaps a bit easier now that the timing is not strict. Judging from the video, if mashed correctly, the timing may still be strict. I'll have to wait and see the frame advantage for level 1/2/3 staggers.

Going for overheads now are much more rewarding and mix-up heavy characters are going to benefit a lot from it. Characters without overheads however are not going to benefit much from this system. Maybe giving everyone an overhead similar to how 3S did will help.

Also regarding the Unique System, I think you could do without it. The game itself doesn't really need those gimmicks and you already have Rage Mode.

We're not homogenizing their gameplay, they're totally able to play without it, but we figured it would be interesting and add something new to the game. We do plan on allowing you to play without those gimmicks and with a damage boost. We're featuring 2 modes playable that being the first and the second mode (EX mode) utilizing those character systems.

I'm looking forward to this, but I'm wondering why there's no guard break system though?

Guard break is not going to be in this game now due to the new systems implemented. Dash cancel combos and the character buffs would cause so many guard breaks it would be pointless.