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Cyanide

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Messages by Cyanide

    

Re: How to convert drawings in mugen sprites

 October 11, 2021, 10:35:40 am View in topic context
 Posted by Cyanide  in How to convert drawings in mugen sprites (Started by demongorne October 06, 2021, 05:49:44 pm
 Board: M.U.G.E.N Development Help

Its not about size but sprite cleanliness. Your drawing is very good. But its terrible to convert into a usable sprite. Look at all the messy half black half white bits that remove the clear cuts between 1 colour and another. Trace over it with a black pen. Preferably a nice one not a ballpoint. Then scan it in again. Don't add shading. If you want shading in the original do it with the end colour. Easier not to though. The fill tool will allow more consistency. 1st though you need clean lines.
    

Re: Corona virus...where do you live and how have your life changed

 October 08, 2021, 11:53:57 pm View in topic context
 Posted by Cyanide  in Corona virus...where do you live and how have your life changed  (Started by Cong Fu Man March 13, 2020, 01:36:56 am
 Board: All That's Left

2nd pfizer is done. 5 days of sore arm. No other symptoms. Probable booster shot in the offing. NZ has got delta embedded now. So masks everywhere and more contact tracing. Previously it was just BAU for everyone. Not any more. Bit annoying but whatever.
    

Re: How to convert drawings in mugen sprites

 October 08, 2021, 11:49:36 pm View in topic context
 Posted by Cyanide  in How to convert drawings in mugen sprites (Started by demongorne October 06, 2021, 05:49:44 pm
 Board: M.U.G.E.N Development Help

So thats nicely detailed but pencil is a terrible medium for clean up. Before you bring it in i would trace your pencil with a solid coloured pen like a sharpie. Then scan that in. You may still need clean up but way less.

You can avoid some by making the scanned image 2 colours so its just b&w. Then clean artifacts. Then colour and shade. Or if you colour and shade the original. After you bring it in reduce the colour depth to remove unnecessary colours. Psp lets you say "my image has 8 colours" and itll do its best on merging the similar ones together.
    

Re: how to make mugen chars have dialogues intros and endings

 October 08, 2021, 11:45:34 pm View in topic context
 Posted by Cyanide  in how to make mugen chars have dialogues intros and endings (Started by Aarush6026 September 11, 2021, 07:59:04 pm
 Board: M.U.G.E.N Development Help

Ignoring the "easy in ikemen" in mugen just create the text in your favourite gfx program and use explod to chuck it on screen. There is another way that lets you do it via code and its pretty good. But just text=explod is very simple and anyone can do it with little effort
    

Re: Does targetvelset still work even if p2 has an active hitoverride?

 October 04, 2021, 03:17:15 am View in topic context
 Posted by Cyanide  in Does targetvelset still work even if p2 has an active hitoverride? (Started by SaltAddict October 02, 2021, 11:26:03 pm
 Board: M.U.G.E.N Development Help

Iirc yes. Hitoverride means they have avoided being your target. At best using targetstate rather than p2stateno means you hit them rather than whiff but thats as good as it gets
    

Re: numprojid doesn't work for some reason

 October 04, 2021, 03:13:02 am View in topic context
 Posted by Cyanide  in numprojid doesn't work for some reason (Started by N0BIE October 04, 2021, 02:01:19 am
 Board: M.U.G.E.N Development Help

Haven't got the docs in front of me but i think numprojid is ye olde style and you do

Numprojid67100 rather than brackets. Check the docs to confirm.
    

Re: How to modify hitsound volume if the value is from char's own snd? (e.g: s13,25)

 September 30, 2021, 09:44:33 am View in topic context
 Posted by Cyanide  in How to modify hitsound volume if the value is from char's own snd? (e.g: s13,25) (Started by Redben September 28, 2021, 12:39:43 pm
 Board: M.U.G.E.N Development Help

Yes absolutely. It takes tweaking if its multihit but generally all you need is movehit or moveguarded and persistent = 0 so it only plays the once. If it needs to play over and over it gets a little more complex due to the way movehit and moveguarded work
    

Re: The best way to put p2 in a place I need

 September 29, 2021, 03:06:48 am View in topic context
 Posted by Cyanide  in The best way to put p2 in a place I need (Started by WastedCoder September 25, 2021, 04:39:08 pm
 Board: M.U.G.E.N Development Help

Can't force p2 to do anytbing without hitting him first. You could make a full screen invisible hit that puts them on the ground and then activates the rest of it but thats kinda mean. If you miss you miss thats just tough is the way things normally work.
    

Re: Stuck in quick punch infinite loop

 September 29, 2021, 02:22:51 am View in topic context
 Posted by Cyanide  in Stuck in quick punch infinite loop (Started by Creamy_Goodness September 28, 2021, 07:00:48 am
 Board: M.U.G.E.N Development Help

That normally means the state doesn't exist. Does it have a state 42? You may have trashed it by accident and it needs recreating. And if memory serves 42 is jump land so someone has done something odd.
    

Re: How to modify hitsound volume if the value is from char's own snd? (e.g: s13,25)

 September 29, 2021, 02:17:28 am View in topic context
 Posted by Cyanide  in How to modify hitsound volume if the value is from char's own snd? (e.g: s13,25) (Started by Redben September 28, 2021, 12:39:43 pm
 Board: M.U.G.E.N Development Help

If its not a playsnd value. Export the sound. Increase or reduce the volume. Import the sound.
    

Re: Avoid stretching in full screen (WINmugen)

 September 29, 2021, 02:06:01 am View in topic context
 Posted by Cyanide  in Avoid stretching in full screen (WINmugen) (Started by Momotaro September 28, 2021, 08:39:57 pm
 Board: M.U.G.E.N Development Help

Set stretch to 0? It seems to be what you're after.
    

Re: Global variable affecting multiple statedefs?

 September 23, 2021, 07:39:58 am View in topic context
 Posted by Cyanide  in Global variable affecting multiple statedefs? (Started by ade2004 September 19, 2021, 02:19:08 pm
 Board: M.U.G.E.N Development Help

All thats going to do (and i don't know where in the file it is) is constantly set a variable between 0 1 and 2.

Use displaytoclipboard in state -2 to see if your varset works
    

Re: Air Blocking nitpick

 September 22, 2021, 12:02:29 pm View in topic context
 Posted by Cyanide  in Air Blocking nitpick (Started by ANTY September 12, 2021, 12:55:47 am
 Board: M.U.G.E.N Development Help

I have.... never seen that? Have the guard states or the holdback commands been messed with somehow? Or th3 character has noairguard asserted? Guard is hard coded in terms of access and how it behaves so to find something like that this far down the line makes me think its something else interfering.

Not that you're not seeing it. But you can't be the first person in 21 years to find something like that so i figure its character related. Does it happen with kfm?
    

Re: Global variable affecting multiple statedefs?

 September 22, 2021, 11:43:23 am View in topic context
 Posted by Cyanide  in Global variable affecting multiple statedefs? (Started by ade2004 September 19, 2021, 02:19:08 pm
 Board: M.U.G.E.N Development Help

Just use the one in the data folder. Thats why its there. Common mechanics. As long as the variable is unique for everyone you're fine.
    

Re: Trouble timing P.o.t.S hitsparks

 September 21, 2021, 11:46:13 pm View in topic context
 Posted by Cyanide  in Trouble timing P.o.t.S hitsparks (Started by Jeni2147 September 18, 2021, 07:48:52 am
 Board: M.U.G.E.N Development Help

Whats the code for setting var(30)? That looks like your most limiting factor. Take that out of the helper trigger and see if it works. It'll probably work wrong but you should get a spark to appear.
    

Re: Global variable affecting multiple statedefs?

 September 21, 2021, 11:43:01 pm View in topic context
 Posted by Cyanide  in Global variable affecting multiple statedefs? (Started by ade2004 September 19, 2021, 02:19:08 pm
 Board: M.U.G.E.N Development Help

Yes. As long as its your characters personal common1 thats fine. If its a shared common1 like the one in data thats a full game only thing. Not because it won't work but because you may break other charracters already using the var.
    

Re: Global variable affecting multiple statedefs?

 September 21, 2021, 11:15:58 am View in topic context
 Posted by Cyanide  in Global variable affecting multiple statedefs? (Started by ade2004 September 19, 2021, 02:19:08 pm
 Board: M.U.G.E.N Development Help

Variables are for the character. Set one and its valid everywhere for everything. Helpers can redirect to it even if in their own file. Depending on your intpersistindex you can even call on it across rounds and matches. They're not locked to the state theyre set in.

That said. Helpers have their own vars. Set a var in a helper and you have to redirect to access it. Its not available naturally.
    

Re: Curious on career/job because of Mugen

 September 21, 2021, 10:56:08 am View in topic context
 Posted by Cyanide  in Curious on career/job because of Mugen (Started by oraora? September 18, 2021, 10:20:45 am
 Board: M.U.G.E.N Discussion

Mugen itself no. However you can talk about what it taught you from a problme solving perspective if asked and its a good gateway into the LOGIC of programming. However its just a gateway. Mugen code is useless for anything but mugen. Use what you learn and get into powershell or c++ or java or any one of the coding languages out there.

I have half ass powershell knowledge. But im also not a programmer. More of a script kiddy with a backend to take care of. Other people do the code.
    

Re: Corona virus...where do you live and how have your life changed

 September 11, 2021, 11:18:39 am View in topic context
 Posted by Cyanide  in Corona virus...where do you live and how have your life changed  (Started by Cong Fu Man March 13, 2020, 01:36:56 am
 Board: All That's Left

Got pfizer 2 weeks ago. Sore arm for 3 days. Nothing else. Second dose end of this month. Apparently second is worse. Will see how that goes.

Right now the vaccine roll out is the only thing my govt has messed up in that its been slow. Still we've hit a good portion of the country with 1 dose now at least.
    

Re: Custom state works incorrectly when hits from behind

 September 11, 2021, 11:13:16 am View in topic context
 Posted by Cyanide  in Custom state works incorrectly when hits from behind (Started by Trackiest head September 08, 2021, 12:08:43 pm
 Board: M.U.G.E.N Development Help

Depending on required behaviour. Just add p2facing into the hitdef. Double check the syntax but that'll force a turn on contact and takes the fiddling out of the custom state.