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Diek Stiekem

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Messages by Diek Stiekem

    

Re: Problem with coding EX special move

 July 07, 2021, 06:10:39 pm View in topic context
 Posted by Diek Stiekem  in Problem with coding EX special move (Started by Diek Stiekem July 06, 2021, 06:55:04 pm
 Board: M.U.G.E.N Development Help

Change the order at the cmd file, ex moves go first then special moves.

Ah yes of course, the "Totem Pole" rule!
I just missed that being obsessed thinking my coding was wrong lol.
Thanks for your help!
    

Problem with coding EX special move

 July 06, 2021, 06:55:04 pm View in topic context
 Posted by Diek Stiekem  in Problem with coding EX special move (Started by Diek Stiekem July 06, 2021, 06:55:04 pm
 Board: M.U.G.E.N Development Help

I have a problem coding an EX special move for my w.i.p. Ogre
He has 4 special moves and thus 4 EX specials, 3 of them work fine.

EX Ancient Power however, does not.. If I apply state 1061 to another move it gets preformed, so I think it has to do with the command coding..
However I can't discover what's wrong, it's similar in setup to the other EX move codings.
Can someone see were it went wrong? (I'm probably just looking over it lol)

Here's the code:

Quote

STATES:

;------------------------------------------
; Ancient Power EX
[Statedef 1061]
type    = S
movetype = A
physics = S
juggle = 8
velset = 0,0
poweradd = ifelse(var(20) > 0, 0, -500)
ctrl = 0
anim = 1061

[State 1010, 1]
type = nothitby
trigger1 = time = 12
value = SCA,NP,SP,HP

[State 1062, 3]
type = Projectile
trigger1 = AnimElem = 1
projanim = 1062
projhitanim = -1
projremove = 0
projremovetime = 63
projID = 1062
projscale = 1,1
velocity = 0
;projshadow = 150,150,150
projpriority = 1
projhits = 3
projmisstime = 4
postype = p1
offset = 0,0
attr = S, SP
getpower = 0
givepower = 10,0
damage = 100,10
animtype = Heavy
hitflag = MAFP
guardflag = MA
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkxy=80,-85
hitsound = s2,2
guardsound = S130,0
pausetime = 0,13
ground.hittime = 15
ground.type = high
ground.slidetime = 15
ground.velocity = -4
air.velocity = -4,-4
air.fall = 1
fall.recover = 0
fall=1
air.juggle = 10
yaccel = .5
envshake.time = 14
envshake.ampl = 4
envShake.freq = 120

[State 1030, MAX Timer Drain]
type = VarAdd
trigger1 = !Time
trigger1 = var(20) > 0
var(20) = -335

[State 1030, EX Sound]
type = PlaySnd
trigger1 = !Time
value = 0, 1000
channel = 1

[State 1030, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 30

[State 1030, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 4, -67
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1061, snd]
type=playsnd
trigger1=!time
value= 800, 3

[State 1061, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,0
channel = 0

[State 1061, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

----------------------------------------------------------------------

COMMAND:

[Command]
name = "EX Ancient Power"
command = ~D, DF, F, a+b
time = 15

[Command]
name = "EX Ancient Power"
command = ~D, DF, F, a+c
time = 15

[Command]
name = "EX Ancient Power"
command = ~D, DF, F, b+c
time = 15


;Ancient Power EX
[State -1, EX Ancient Power]
type = ChangeState
value = 1061
triggerAll = !AILevel
triggerall = command = "EX Ancient Power"
triggerall = RoundState = 2 && StateType != A
triggerall = ifelse(var(20) <= 0, power >= 500, power >= 0)
trigger1 = ctrl || StateNo = 40 || StateNo = 52 || (StateNo = [100,101])
trigger2 = var(5)


Thanks for your time!
    

Re: Does this thing exist?/who is the author?/etc. thread.

 July 06, 2021, 11:03:12 am View in topic context
 Posted by Diek Stiekem  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

Re: Does this thing exist?/who is the author?/etc. thread.

 July 05, 2021, 08:56:36 pm View in topic context
 Posted by Diek Stiekem  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

This anyone know the name of this stage and the author?

    

Re: Random Topic V10

 July 05, 2021, 08:25:24 pm View in topic context
 Posted by Diek Stiekem  in Random Topic V10 (Started by Orochi Gill July 09, 2016, 05:00:44 am
 Board: All That's Left

We back! :)
    

Re: (Big Goenitz Update) Rowen's PotS/Infinite Edits

 June 29, 2021, 09:58:50 am View in topic context
 Posted by Diek Stiekem  in (Dudley by a good few) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 pm
 Board: Edits & Addons 1.0+

Goenitz' Update has been unleashed. Head over to the MEGA Folder.

I'm going to relax myself on edits for now and start new ones next week.

Still accepting feedback though.

Feel free to take a break dude, you've been churning out edits left and right the last few weeks.
Don't burn yourself out ;)
    

Re: (iori20XX) Rowen's Stage Edits

 June 26, 2021, 09:53:17 pm View in topic context
 Posted by Diek Stiekem  in (iori20XX) Rowen's Stage Edits (Started by RagingRowen May 04, 2020, 07:05:01 pm
 Board: Edits & Addons 1.0+

Thanks RR!
    

Re: Diek Stiekem's stuff - current w.i.p.: Building a better Ogre (Ancient Ogre POTS

 June 25, 2021, 10:09:39 pm View in topic context
 Posted by Diek Stiekem  in Diek Stiekem's stuff - current w.i.p.: Something from the Red Earth! (Started by Diek Stiekem June 21, 2021, 03:32:16 pm
 Board: Projects

Some small progress:

Revamping the Indigo Punch, his previous Mugen version treated this as a projectile which it is not.
It's actually a knockdown special attack in SFxT



The energy effect is somewhat of a placeholder atm.
    

Re: (M. Bison by Froz) Rowen's PotS/Infinite Edits

 June 24, 2021, 07:26:39 pm View in topic context
 Posted by Diek Stiekem  in (Dudley by a good few) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 pm
 Board: Edits & Addons 1.0+

Small Axel update.
June 20th 2021:
- Added a couple of SOR4 voice clips.
- Fixed the usage of EX Moves in Custom Combo by the AI.

I'd add more voices, mainly the grunts and KO sound, but the extracted sounds (Using a tool by PauloManrique if you're interested or wanna help) aren't organized and it was already exhausting looking for the two I used.
I'll be a pain looking for all of his attack and hurt sounds without accidentally using sounds from other chars.

Check your DM's :)
    

Re: Diek Stiekem's stuff - current w.i.p.: Building a better Ogre (Ancient Ogre POTS

 June 22, 2021, 08:10:45 pm View in topic context
 Posted by Diek Stiekem  in Diek Stiekem's stuff - current w.i.p.: Something from the Red Earth! (Started by Diek Stiekem June 21, 2021, 03:32:16 pm
 Board: Projects

In terms of special moves, for now I'll stick with the SFxT ones being, Indigo Punch, Waning Moon, Blazing Kick, Ancient Power and Owls Hunting.
    

Re: Diek Stiekem's stuff - current w.i.p.: Building a better Ogre (Ancient Ogre POTS

 June 22, 2021, 10:52:43 am View in topic context
 Posted by Diek Stiekem  in Diek Stiekem's stuff - current w.i.p.: Something from the Red Earth! (Started by Diek Stiekem June 21, 2021, 03:32:16 pm
 Board: Projects

Yeah, he'll be mostly based on his SFxT version with some extra's.

I want to try and get some Tekken Tag 2 references in there as well.

 

Having True Ogre appear in a super crossed my mind as well..

The problem there aren't many good sprites of him, but I'll look into it.

 

Another thing that crossed my mind was, that in Tekken, Ogre uses a lot of moves of other fighters (Lore wise explained by the fact that he does this by consuming the souls of defeated fighters).

Although the prospect seems interesting to "borrow" some moves from SF and/or KOF characters, I don't want him to turn into SF's Seth.

 
    

Diek Stiekem's stuff - current w.i.p.: Something from the Red Earth!

 June 21, 2021, 03:32:16 pm View in topic context
 Posted by Diek Stiekem  in Diek Stiekem's stuff - current w.i.p.: Something from the Red Earth! (Started by Diek Stiekem June 21, 2021, 03:32:16 pm
 Board: Projects

W.I.P. :



HAUZER

Mostly a conversion of Wani's Hauzer into POTS Style, it might take a while so have some screenshots in the meantime :)














COMPLETED:



IVY

https://mugenguild.com/forum/topics/ivy-soul-calibur-pots-style-beta-195489.0.html

Spoiler, click to toggle visibilty



DURAL

https://mugenguild.com/forum/topics/dural-virtua-fighter-pots-style-released-version-1-1-4-updated-195007.0.html



DEVIL JIN

https://mugenguild.com/forum/topics/devil-jin-pots-style-version-1-1-194731.0.html

Spoiler, click to toggle visibilty



NINA WILLIAMS

https://mugenguild.com/forum/topics/nina-williams-tekken-pots-style-edit-version-1-1-1-194384.0.html



TAKI

https://mugenguild.com/forum/topics/taki-soul-calibur-pots-style-edit-version-1-0-193938.0.html

Spoiler, click to toggle visibilty



OGRE

https://mugenguild.com/forum/topics/ancient-ogre-pots-style-edit-version-1-3-4-193594.0.html

Spoiler, click to toggle visibilty
    

Re: (M. Bison by Froz) Rowen's PotS/Infinite Edits

 June 21, 2021, 12:29:13 pm View in topic context
 Posted by Diek Stiekem  in (Dudley by a good few) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 pm
 Board: Edits & Addons 1.0+

Thanks for the update on Axel RR!
I'm willing to help out a bit with the search work, just dm me.
    

Re: (M. Bison by Froz) Rowen's PotS/Infinite Edits

 June 19, 2021, 10:56:17 am View in topic context
 Posted by Diek Stiekem  in (Dudley by a good few) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 pm
 Board: Edits & Addons 1.0+

    

Re: Mugen AI Tutorial by Beterhans (video)

 June 19, 2021, 09:55:04 am View in topic context
 Posted by Diek Stiekem  in Mugen AI Tutorial by Beterhans (video) (Started by beterhans June 19, 2021, 09:39:42 am
 Board: Tips, Tricks, Tutorials

Interesting, I'll give this a watch!
    

Re: Kazuya Mishima (PotS/DW) by RagingRowen and ReddBrink

 June 16, 2021, 12:59:26 pm View in topic context
 Posted by Diek Stiekem  in Dan Hibiki (v2.0.4) - Rowen's PotS Releases (Started by RagingRowen September 22, 2020, 12:27:39 pm
 Board: Your Releases, 1.0+

Released a suitably celebratory update for Kazuya. (v1.5)

The Constants have been put in a seperate cns, fixing the Win Quote issue.
On top of that, he has another intro and AI improvements.

Sweet!
I'll definitely check him out and give some feedback when I have time later this week.
    

Re: (M. Bison by Froz) Rowen's PotS/Infinite Edits

 June 13, 2021, 10:54:14 pm View in topic context
 Posted by Diek Stiekem  in (Dudley by a good few) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 pm
 Board: Edits & Addons 1.0+

Thanks again, peeps.


- I liked the Head-Press tracking this version has.
- Isn't this a normal PotS thing? The 'still recieve inputs' thing is a common occurance with KOs for the winning character. Could you expand?

I'll check the Ikemen thing when my interest grows into it. Does it occur on charge characters with the same system like Jmm's Guile?


Yeah it's kinda universal with other charge characters their supers as well (I usually just go ahead and change the inputs to 2 qcf lol )

Concerning the K.O. thing, you are right when it comes to the winning character.
I wasn't clear in my previous post, sorry about that. It concerns when Final Bison gets K.O.'ed himself.
It does not happen consistently, so far it has happened two times when DivineWolf's Mai K.O.'ed Final Bison.
I'll see if I can recreate it more consistently, if possible.
    

Re: (M. Bison by Froz) Rowen's PotS/Infinite Edits

 June 13, 2021, 05:15:46 pm View in topic context
 Posted by Diek Stiekem  in (Dudley by a good few) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 pm
 Board: Edits & Addons 1.0+

Bison has dropped. Hit the download folder, bros.

Knuckles' Dhalsim is next. I'll drop info when I get to him.

Nice! Good job!
Testing him as we speak..

Feedback so far:

- Psycho Punisher cannot be directed (close or far, like in SSF4/USF4), is this intentional?
- Final Bison can sometimes still receive inputs on (chip) K.O., still being able to preform moves for a second.

On a sidenote, does Ikemen go have trouble reading B,F,B,F charge commands?
When I do Bison's supers in regular Mugen they come out fine, in Ikemen they don't come out 9 out of 10 times.
(Edit: diagonal inputs seem to be the problem, it is not lenient at all)
    

Re: (Axel Stone) Rowen's PotS/Infinite Edits

 June 12, 2021, 07:38:09 pm View in topic context
 Posted by Diek Stiekem  in (Dudley by a good few) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 pm
 Board: Edits & Addons 1.0+

    

Re: Retouched SFF for krauser by "Infinite"

 June 12, 2021, 10:17:54 am View in topic context
 Posted by Diek Stiekem  in Retouched SFF for krauser by "Infinite" (Started by dampir June 11, 2021, 07:27:02 pm
 Board: Edits & Addons 1.0+

Good job, This is a great improvement!

I just tested him out a bit and have some small feedback (code related though)
When hitting his Kaiser Suplex (F,DF,D,DB,B+P), on the last few frames of the suplex, the camera acts a bit jankey and the move doesn't look very fluid.