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inktrebuchet

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Messages by inktrebuchet

    

Re: Is there a more recent AI coding tutorial/document?

 September 03, 2022, 04:15:29 pm View in topic context
 Posted by inktrebuchet  in Is there a more recent AI coding tutorial/document? (Started by Nocturnis September 02, 2022, 03:03:34 am
 Board: M.U.G.E.N Development Help

Unfortunately, AI coding is so different from character to character it makes it hard to make tutorials or code snippets that are easy to use.

Moves canceling into or switching states when they shouldn’t be, is definitely a coding error on your end. That can only happen if you triggers/conditions aren’t strict enough.

I recommend using the ailevel trigger for AI detection if you are coding for 1.0, 1.1 or Ikemen. It’s completely reliable where the older var method can have some unwanted results. Ailevel trigger should be on EVERY changestate in statedef -1, so either trigger1 = ailevel or trigger1 = !ailevel for example.

Also, it’s best to copy all of the changestates that aren’t for AI and paste them to convert them to AI changestates in statedef-1, that’s what we mean by separating AI. This also makes it easy to keep the conditions the same for AI as they are for a user. *Charge moves, would need a variable, if you want it to be more like a user.

More advanced stuff would involve preventing the default AI from jumping and walking randomly and writing your own logic for that. That can be tough coming up with when to walk and jump though. Cutting out jumping alone makes even kfm a harder character to fight.


I have some snippets you can find in my signature for AI detecting projectiles, if you are interested in that kind of thing.
    

Re: AI Detect Enemy's (Helper) Projectile System

 June 30, 2022, 05:02:29 pm View in topic context
 Posted by inktrebuchet  in AI Detect Enemy's (Helper) Projectile System (Started by inktrebuchet May 17, 2017, 08:30:27 pm
 Board: Code Library

Unfortunately, that is true. I did put together a separate detection system that will work for projectile sctrl. http://mugenguild.com/forum/msg.2419897

The trigger you posted won't work reliable because people us helpers for attacks on other things besides projectiles and projectile sctrl is used for thing outside of projectiles so that could trigger at times that you wouldn't want it to. Also projectiles sctrl is always owned by the root, even if its called by a helper so the playerid redirect won't work since it points at a helper.

The best case for a projectile in my opinion, is to have the helper use its own hitdef but also call a projectile sctrl with a blank animation, using the helpers  x and y and removing it every tick, no vel needed. This way AI without these systems can still check for a projectile and AI using this system can also check for a projectile easily.


    

Re: [Theme Thread] SNK/KOF Sprite thread

 June 16, 2022, 04:03:54 pm View in topic context
 Posted by inktrebuchet  in [Theme Thread] SNK/KOF Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:53:18 pm
 Board: Graphics

Very awesome! It's good seeing you post here again
    

Re: [No Theme Thread] All Pixels Unite

 May 24, 2022, 03:17:29 pm View in topic context
 Posted by inktrebuchet  in [No Theme Thread] All Pixels Unite (Started by HQ October 02, 2015, 12:53:10 am
 Board: Graphics

It’s really cool seeing someone try a Clayfighter style! I knew what it was right away
    

Re: Shadow Lady - POTS Style

 May 16, 2022, 05:19:53 pm View in topic context
 Posted by inktrebuchet  in Shadow Lady - POTS Style (Started by ItalianStallion May 16, 2022, 04:03:45 am
 Board: Edits & Addons 1.0+

    

Re: P1 be on top of its helper (own plataform)

 May 04, 2022, 09:27:20 pm View in topic context
 Posted by inktrebuchet  in P1 be on top of its helper (own plataform) (Started by DG April 23, 2022, 02:59:50 pm
 Board: M.U.G.E.N Development Help

I don't know how far you are on this but I played with some platform stuff in the past and referenced Ban84's creation "Mugen: NES Game 1". It uses a projectile stctrl that can hit P1 or P2, if they are in the correct position to land on the the platform they forced into their standing or landing state. If I remember correctly, just having a character go into state 0 will allow them to stand/walk in the air, as long as the character doesn't have a failsafe that prevents it.

Hopefully this will help some if you are looking for alternatives.
    

Re: Spritesheet Expansion Thread

 February 19, 2022, 05:14:18 am View in topic context
 Posted by inktrebuchet  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

Ken's SFV stance to SF3
    

Re: [Theme Thread] Street Fighter 3/CPS3 Sprite thread

 February 19, 2022, 05:09:59 am View in topic context
 Posted by inktrebuchet  in [Theme Thread] Street Fighter 3/CPS3 Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:50:12 pm
 Board: Graphics

Ken's SFV stance to SF3
    

Re: [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread

 January 25, 2022, 04:57:30 am View in topic context
 Posted by inktrebuchet  in [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:49:06 pm
 Board: Graphics

Blanka looks amazing! Style of Darkstalkers doesn't get enough love.
    

Re: How to make a good AI? (1.0-1.1b)

 December 27, 2021, 04:56:44 pm View in topic context
 Posted by inktrebuchet  in How to make a good AI? (1.0-1.1b) (Started by WastedCoder December 26, 2021, 03:08:43 pm
 Board: M.U.G.E.N Development Help

AI is an awesome spot for a beginner to start in my opinion. I think the main thing you should focus on is making sure that AI can't do anything that a player wouldn't be able to do. This is easily achieved by making sure you have the right triggers on the AI changestates. Sounds obvious but I still see that mistake.

Using random is really useful and there are a few different ways that people use it with ailevel for scaling the AI. Pots has a cool example of this work really well, if you are looking for an example. Actually this would probably be more useful to checkout https://mugenguild.com/forum/msg.2321829

If you want to get into more advanced AI, you can start thinking about disabling default AI walk, jump since a human player would never do those at random. Coming up with the logic for your own can be really fun.

For me the best AI is the ones that seem really human. Not insanely overpowered or perfect, still makes mistakes but also makes solid choices.

    

Re: SF3 M.Bison

 September 06, 2021, 02:27:04 am View in topic context
 Posted by inktrebuchet  in SF3 M.Bison (Started by inktrebuchet February 22, 2017, 08:03:32 pm
 Board: Sprite Projects

Just a quick update, I'm still chipping away at this thing. All of his Get Hit animations look like this now. No touchups, no face details, no trim on his top.
    

Re: The spriters bounty thread. (more details in thread)

 August 01, 2021, 07:51:45 pm View in topic context
 Posted by inktrebuchet  in The spriters bounty thread. (more details in thread)  (Started by Kamekaze August 22, 2014, 01:16:12 am
 Board: Graphics

And another thing that can't be calculated is an artist having their own special interest in the project. I hope he gets lucky

I wonder if there would be a good way to get crowd funding going in this thread too.
    

Re: SF3 M.Bison

 July 10, 2021, 12:13:07 am View in topic context
 Posted by inktrebuchet  in SF3 M.Bison (Started by inktrebuchet February 22, 2017, 08:03:32 pm
 Board: Sprite Projects

Very interested in seeing this guy crack the code on full additions to sf3. I’ll have to dust off the old Cody files and reach out to Yotatouch when that happens
Don't you mess with my heart! Your Cody would be amazing in SF3
    

Re: SF3 M.Bison

 July 08, 2021, 03:52:39 am View in topic context
 Posted by inktrebuchet  in SF3 M.Bison (Started by inktrebuchet February 22, 2017, 08:03:32 pm
 Board: Sprite Projects

It is only the stances, he just used them as a test to show whats possible with a project he's working on. I don't think I've seen any char sprite swapped in SF3 before that, I know some of his other videos show some other cool changes too though.

Man, I would love to see your work in MSH! I don't know a ton about tile editing or rom hacking but there is probably a community working on stuff like that.
    

Re: SF3 M.Bison

 July 07, 2021, 07:49:12 pm View in topic context
 Posted by inktrebuchet  in SF3 M.Bison (Started by inktrebuchet February 22, 2017, 08:03:32 pm
 Board: Sprite Projects

Some updates, so nobody thinks I'm dead. All of his gethits have been shaded and now I'm working to get them color separated and touched up. This guy will be a bunching bag soon-ish.



Also, not Mugen related but checkout this CPS3 Sprite Injection by DrewDos using my M.Bison sprites and │ㄷ ▌(Chamat)'s Sagat sprites!
    

Re: MFG - Your Retrospective

 July 07, 2021, 05:52:31 pm View in topic context
 Posted by inktrebuchet  in MFG - Your Retrospective (Started by walt July 06, 2021, 07:50:24 pm
 Board: All That's Left

I was definitely stressed and I know there are a lot of other people that were too, many are too stubborn to post on the forum anymore.

I don't know how many times I checked to see if it was back up, when I knew it was probably still down. I haven't made a ton of friends here in the last 16 years but I'd miss everyone that I've followed for so long. Mugen Class was a huge game changer for me too! I don't know if I would have got into that side of mugen without it and I still use it a ton.

All of the art, codes, notes, dramas, history and stories buried here really are a treasure.

    

Re: "History of PotS" video?

 July 07, 2021, 05:25:10 pm View in topic context
 Posted by inktrebuchet  in "History of PotS" video? (Started by RagingRowen July 07, 2021, 03:01:26 pm
 Board: Idea Engineering

Luckily there are still a lot of active users that were around back then so a ton of information could be dug up, if you ask around. I think there is probably a lot more to PoTS than what most would think.

It would be cool if the community had a historian documenting some of the more memorable contributors. I Know Kamekaze did interviews with some vets but that's a little different.
    

Re: SF3 M.Bison

 June 02, 2021, 11:54:26 pm View in topic context
 Posted by inktrebuchet  in SF3 M.Bison (Started by inktrebuchet February 22, 2017, 08:03:32 pm
 Board: Sprite Projects

I like a lot of things from that game too. His feet/shins having effects for some moves, Guard Break movement, winning pose and I'm sure there are more.
    

Re: SF3 M.Bison

 June 02, 2021, 07:58:12 pm View in topic context
 Posted by inktrebuchet  in SF3 M.Bison (Started by inktrebuchet February 22, 2017, 08:03:32 pm
 Board: Sprite Projects

I have thought about making things like that. I would really like to have all of his movements available in the sprite set but his classics moves are priority.

The only ones I'm not really interested in are some basic standing attacks from SFV. But if you do have specific requests, let me know because I don't want to miss any of the more unique ones.
    

Re: [Theme Thread] SNK/KOF Sprite thread

 June 01, 2021, 05:52:19 am View in topic context
 Posted by inktrebuchet  in [Theme Thread] SNK/KOF Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:53:18 pm
 Board: Graphics

Very awesome! I think the size is correct too, the wide shoulders might be tricking the eye but it matches the style really well imo.