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Bane84

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Messages by Bane84

    

Re: New Open bor Mod????

 February 19, 2021, 05:11:19 PM View in topic context
avatar  Posted by Bane84  in History Has Been Made Again ? (Started by IKEISLEGEND February 18, 2021, 07:11:50 AM
 Board: Projects

UPDATE 



can  you show video of what you were working on you said you were trying something like this??

I never actually worked on an engine like this.  All I meant was I considered the idea, but the potential complications prevented me from starting anything.
    

Re: New Open bor Mod????

 February 18, 2021, 07:33:54 PM View in topic context
avatar  Posted by Bane84  in History Has Been Made Again ? (Started by IKEISLEGEND February 18, 2021, 07:11:50 AM
 Board: Projects

    

Re: New Open bor Mod????

 February 18, 2021, 06:32:59 PM View in topic context
avatar  Posted by Bane84  in History Has Been Made Again ? (Started by IKEISLEGEND February 18, 2021, 07:11:50 AM
 Board: Projects

    

Re: New Open bor Mod????

 February 18, 2021, 05:56:09 PM View in topic context
avatar  Posted by Bane84  in History Has Been Made Again ? (Started by IKEISLEGEND February 18, 2021, 07:11:50 AM
 Board: Projects

I answered that in previous comments but I can be done using vars to detect enemy's Position X and Position Y anywhere on the screen same for objects.. If you notice when Axel walks above the objects his sprite priority is drawn behind the object likewise in front as well. Stage interaction will be the same as classic beat em ups for now untill I come up with something more intresting

In your video Axel and the opponent are always very close to each other in terms of front/back distance.  What happens when you increase that distance even further?  Does the enemy just become completely unhittable past a certain distance?  You also have to factor in when the character is in the air too.

I could definitely see having enemies spawned as helpers on the stage by the "opponent character" (enemy team), then their internal variables could be used against the nearest opponent (player team) and depending on the calculations their sprrpriority values and "hittable" state are adjusted, but this could prove a bit more complicated as you add in more enemies/player characters.
    

Re: New Open bor Mod????

 February 18, 2021, 05:20:28 PM View in topic context
avatar  Posted by Bane84  in History Has Been Made Again ? (Started by IKEISLEGEND February 18, 2021, 07:11:50 AM
 Board: Projects

I had actually been contemplating something like this for a while now (having a "character" which serves as the physics engine and stage interaction), but complications prevented me from following through:
  • How would hit detection be dealt with when enemies are above/below the player character assuming that the CLSN1/CLSN2 hit boxes fully enclose body parts?
  • How would jumping be handled?
  • How would interaction with stage elements be handled?
    

Re: MK1 Shang Tsung's Throne Room

 February 04, 2021, 12:27:13 PM View in topic context
avatar  Posted by Bane84  in MK1 Shang Tsung's Throne Room (Started by xcheatdeath January 31, 2021, 03:56:15 PM
 Board: Your Releases, 1.0+

Is that something you code 8n each char or the stage itself?

I had to code it into every character.  Most of his legacy MK2/MK3 stages have readily available stage elements (animated spikes, high Y offset for the Pit stages), so it was easier to incorporate those stage finishers.
    

Re: MK1 Shang Tsung's Throne Room

 February 04, 2021, 03:28:59 AM View in topic context
avatar  Posted by Bane84  in MK1 Shang Tsung's Throne Room (Started by xcheatdeath January 31, 2021, 03:56:15 PM
 Board: Your Releases, 1.0+

i took that out because unfortunately it breaks if you use it on HD. i could whip up a .def with it there if you’d like?

Oh no, it's fine.  I'll stick with the legacy MK Taybear stages (my favorites). :)

It was nice how you designed all the classic Mortal Kombat stages in such a way that stage fatalities were possible with a bit of stage interaction coding (only exception was The Pit 1; had to create my own stage fatality for that one).
    

Re: MK1 Shang Tsung's Throne Room

 February 03, 2021, 04:43:34 PM View in topic context
avatar  Posted by Bane84  in MK1 Shang Tsung's Throne Room (Started by xcheatdeath January 31, 2021, 03:56:15 PM
 Board: Your Releases, 1.0+

I gave the stage a test run.  Shang Tsung no longer watches the fight as it shifts left or right.
    

Re: Ikemen GO bug reports and know bugs

 December 30, 2020, 11:10:08 PM View in topic context
avatar  Posted by Bane84  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

There's a pretty nasty bug in IKEMEN v0.96.  If any character uses a Projectile state control that has a negative (upward) starting Y velocity, the projectile never appears.  Y velocities of 0 and positive (downward) velocities work just fine.  I've tested this pretty consistently across multiple characters of mine.
    

Re: "Getting Hit" Sounds, and Picking a Sound at Random...

 November 17, 2020, 09:09:57 PM View in topic context
avatar  Posted by Bane84  in "Getting Hit" Sounds, and Picking a Sound at Random... (Started by Agoeb November 16, 2020, 10:27:30 PM
 Board: M.U.G.E.N Development Help

Hello!  I sent a reply to your live.com e-mail address so take a look there. :)
    

Re: "Getting Hit" Sounds, and Picking a Sound at Random...

 November 17, 2020, 03:19:48 AM View in topic context
avatar  Posted by Bane84  in "Getting Hit" Sounds, and Picking a Sound at Random... (Started by Agoeb November 16, 2020, 10:27:30 PM
 Board: M.U.G.E.N Development Help

Hey all!

Creating a first time character through a MUGEN as a quarantine passtime and today's project is sounds. I've recorded a couple grunts and groans for "getting hit" and imported them into the character as 4,0  4,1 and 4,2 since it seems the "4" slot is usually for these types of effects. However, I'm working through the CNS... and I can't seem to find where the "PlaySnd" for getting hit is. I opened up a few characters to see how they did it - they typically all have "4,0" and "4,1" but I can't find what's in the code to trigger it. Am I looking in the wrong place?

Also... second question!
Is there a way to get the game to choose a sound randomly? Say I have an intro, and the intro dialogue is keyed to sound 5,0. Can I create alternate dialogue at 5,1 or 5,2 and have the game pick randomly between those three sounds each time it plays the intro?'

Thanks for all your help!
In the .CNS file there are two StateDefs.  One is -2, which is always running, and one is -3, which only runs when you're in your own states.  I did something like this for my character get hit sounds:
Code:
; Play a random get hit vocal.
[State -3, GetHitVocal]
type = PlaySnd
triggerall = Time = 1
triggerall = Random <= 500
triggerall = Alive
trigger1 = StateNo = 5000 ;Stand get hit.
trigger2 = StateNo = 5010 ;Crouch get hit.
trigger3 = StateNo = 5020 ;Air get hit.
trigger4 = StateNo = 5070 ;Tripped.
trigger5 = StateNo = 5080 ;Downed get hit.
value = 5000, Random%5
This will randomly trigger whenever my character enters one of the GetHit states.  I use group 5000 because it's where the start of the get hit state numbers begins (personal preference).

My code also answers your second question.  My character has 5 different get hit sounds in group 5000 (indexed 0-4) and one is chosen at random by using Random%5.  This is the modulus operator.  You might want to look into how it operates.
    

Re: Making a character from IRL Photos - How would one make an alt color?

 November 14, 2020, 02:33:32 AM View in topic context
avatar  Posted by Bane84  in Making a character from IRL Photos - How would one make an alt color? (Started by Agoeb November 13, 2020, 01:33:16 AM
 Board: M.U.G.E.N Development Help

Always nice to see another MUGEN creator working on "real people" characters.

I created a guide for this a while ago if you wanted a reference: https://mugenguild.com/forum/topics/bane84s-guide-real-person-mugen-characters-mk-style-165123.0.html.  I prefer to film my characters in full 1080p then scale them down in the actual game so they look much more detailed.

I also released the latest version of my MUGEN game (MK Too) with 50 characters in this style which you can check out on my website.

If you require any guidance for characters in this style, I'd be happy to assist.
    

Re: Super Smash Bros Ultimate

 October 28, 2020, 04:25:50 PM View in topic context
avatar  Posted by Bane84  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 AM
 Board: Fighting Games

Late January to Early February is likely the next month when we will start to hear more news on DLC. 

I mentioned this before but February is Pokémon's 25th anniversary and it's guarenteed Smash will do some kind of promotion for it.  A likely feature is an Open Tourney similar to Mario's 35th and a Spirit Event for Snap but this is also a good chance for a Pokémon reveal to rep Galar.  If no Pokémon reveal happens on February then it's safe to assume it will not happen at all for the next slots.

But WHICH Galar mon?  I'd be open to Toxtricity, Rillaboom, or Urshifu (insert too similar to Ryu arguments here).
    

Re: Mario Mario by SeanAltly (and Jango) (Updated 10/17 with fixes)

 October 18, 2020, 04:51:30 AM View in topic context
avatar  Posted by Bane84  in Mario Mario by SeanAltly (and Jango) (Updated 10/18 with even more fixes) (Started by Sean Altly October 07, 2020, 09:45:24 PM
 Board: Your Releases, 1.0+

Gonna just go with the Mediafire link from now on since I can update the file without changing the link itself.

Just out of curiosity: you've got a site right here at MugenGuild.  Is there a reason you choose to host your characters at a file sharing site instead of your personal site?
    

Re: Portal (MUGEN 1.0) - Full game idea

 September 09, 2020, 03:27:22 PM View in topic context
avatar  Posted by Bane84  in Portal (MUGEN 1.1) (Started by Fausto Mugen August 28, 2020, 03:16:37 PM
 Board: Projects

Off topic: The strange long pause after the "K.O" is a bug. I still haven't discovered the cause.

There are two conditions that need to be met for the round to officially end:
  • The KO'ed player needs to be in state 5150 (either in their own states or a custom state for the character that serves as the stage mechanics).
  • The character that serves as the stage mechanics needs to be put back in state 0 with control enabled.

The round should then end as normal.
    

Re: Portal (MUGEN 1.0) - Bonus game idea

 August 28, 2020, 04:29:13 PM View in topic context
avatar  Posted by Bane84  in Portal (MUGEN 1.1) (Started by Fausto Mugen August 28, 2020, 03:16:37 PM
 Board: Projects

I see someone's a fan of my bonus stages. :)
    

Re: Slowing down P2 walk speed /without/ using pause

 August 17, 2020, 09:04:36 PM View in topic context
avatar  Posted by Bane84  in Slowing down P2 walk speed /without/ using pause (Started by Plum August 17, 2020, 07:28:57 PM
 Board: M.U.G.E.N Development Help

Use something similar to what's described in this topic: https://mugenguild.com/forum/topics/drain-p2s-life-while-hes-not-being-hit-147277.0.html

You need to use a silly bug with reversaldef.

Hit p2 and put them in a custom state. Spawn a helper. Have the custom state activate a hitdef, have the helper activate a reversaldef. You can now drain p2's life with the helper even though they're not truly a target.

Wanky and horrible, but that's what has to happen.

You can then use TargetVelSet and some custom logic to set the target's velocity to a fraction of what it currently is.

If you need more of an explanation, I'm sure Cyanide can help.
    

Re: Coding a Fishing Rod

 August 14, 2020, 04:22:48 PM View in topic context
avatar  Posted by Bane84  in Coding a Fishing Rod (Started by Bane84 August 13, 2020, 06:15:43 AM
 Board: M.U.G.E.N Development Help

Thanks for the feedback.  I'll take a look at your suggestions.
    

Coding a Fishing Rod

 August 13, 2020, 06:15:43 AM View in topic context
avatar  Posted by Bane84  in Coding a Fishing Rod (Started by Bane84 August 13, 2020, 06:15:43 AM
 Board: M.U.G.E.N Development Help



I already have a pretty good idea of how this move is going to work:
  • Input 1: Create a helper (hook) with initial X and Y velocities.  Gravity will affect the Y velocity throughout as the X velocity moves forward until it reaches the length of the fishing line at which point X velocity will equal 0 and Y velocity will continue to drop until the hook reaches the ground.
  • Input 2: The hook moves back a tiny bit as the player reels the line.
  • Input 3: The player decides to bring in the cast.  The hook will fly back to a designated position.
The difficulty I'm going to run into is trying to create "fishing line physics".  I wouldn't even know where to start with this.  My guess is it would have to be some sort of rotation/scaling with a single pixel, but aside from that I'm relatively stumped as to how I'm going to implement this.

Any ideas or references to another character that utilizes a similar sort of physics?
    

Re: Need help creating a throw

 May 30, 2020, 05:55:41 PM View in topic context
avatar  Posted by Bane84  in Need help creating a throw (Started by belphe89 May 30, 2020, 06:44:21 AM
 Board: M.U.G.E.N Development Help

Spoiler, click to toggle visibilty

Code should be self explanatory.  State 800 is the player state where they attempt to grab the character.  On successful contact, player goes to state 810 (attack state) where they throw the character (via TargetBind as Cyanide said) while target goes to state 820 (gethit state) where the character sets the thrown animation (via ChangeAnim2 as Cyanide said).  After the target binding is released, the opponent is forced to state 821.