YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
Carmell is Offline
Contact Carmell:

Carmell

User

Messages by Carmell

    

Re: Gombie AI problem

 January 21, 2020, 02:39:37 PM View in topic context
 Posted by Carmell  in Gombie AI problem (Started by Carmell January 14, 2020, 03:04:42 AM
 Board: M.U.G.E.N Development Help

No that's okay, I just wanted to know if that was interfering. Im still not clear if writing enemy before backedgedist changes the context of backedgedist or does it mean the player character's facing regardless.
    

universal damage = getpower toggle possible?

 January 21, 2020, 02:30:30 PM View in topic context
 Posted by Carmell  in universal damage = getpower toggle possible? (Started by Carmell January 21, 2020, 02:30:30 PM
 Board: M.U.G.E.N Development Help

Okay, so I understand the getpower and givepower triggers.

But is there a way to code into a character a universal getpower percentage ratio increase from damage?

So for example no matter what computer character is doing the damage the player character just receives a natural 20% more poweradd than normal?
    

Re: Gombie AI problem

 January 21, 2020, 02:16:21 PM View in topic context
 Posted by Carmell  in Gombie AI problem (Started by Carmell January 14, 2020, 03:04:42 AM
 Board: M.U.G.E.N Development Help

So writing enemy,frontedgedist is what I want if I want it to go off when p2 approaches left side of the screen when p1 is facing right?

and lastly does the "enemy" treat helpers and projectiles like as if they were the enemy cause that could be what's throwing me.

changing it to enemy,frontedgedist seems to be getting the same result as enemy,backedgedist but there is almost always a helper in play during my tests so...
    

Re: Gombie AI problem

 January 20, 2020, 04:08:30 AM View in topic context
 Posted by Carmell  in Gombie AI problem (Started by Carmell January 14, 2020, 03:04:42 AM
 Board: M.U.G.E.N Development Help

Okay I pretty much get it now, One last question

so backedgedist means the left side of the screen and frontedgedist means the opposite side right?

So when I write something like

trigger1= (enemy,backedgedist =[30,100]) && random<50

that does mean p1(left side) will activate move when p2 crosses the threshold into the left side of the screen?

or does writing "enemy," before backedgedist means that backedgedist now becomes flipped to the enemy's behind wall and what I should be writing is frontedgedist?

Because right now it seems like it's consistently triggering when the opponent is on the right edge of the screen, but maybe Im just underestimating how big a window  (enemy,backedgedist =[30,100]) is
    

Re: Add an extra picture in character select?

 January 19, 2020, 07:42:26 AM View in topic context
 Posted by Carmell  in Add an extra picture in character select? (Started by Punkxy January 19, 2020, 01:55:10 AM
 Board: M.U.G.E.N Development Help

Do you mean like a visual movesheet? Ive seen people use the intro.def to scroll a movesheet before arcade mode. Seemed like a pretty decent workaround.
    

Re: Gombie AI problem

 January 18, 2020, 03:18:17 PM View in topic context
 Posted by Carmell  in Gombie AI problem (Started by Carmell January 14, 2020, 03:04:42 AM
 Board: M.U.G.E.N Development Help

Okay you were right. It was in the cmd file. It didnt even occur to me to look there. I've identified the problematic code.

[State -1, Hardy]
type = ChangeState
value = 17100
triggerall = numhelper(17101) = 0
triggerall = var(59)>=1 && numenemy
triggerall = statetype!=A
triggerall = power>=3000
trigger1= ctrl
trigger1= (p2dist x=[-25,100]) && random<25


this line in particular

trigger1= (p2dist x=[-25,100]) && random<25

And I did some tinkering and research and now Im not sure it was ever right to begin with.
What I really wanted was this move to only go off when p2 was around the the back edge to middle of the screen, but it looks like it was always based on distance from Gombie himself and not the back wall.

I looked up "p2bodydist" and "p2dist" trigger reference and both seem to rely on P1's position. "Pos" doesnt seem to be what I want either but I could be wrong about that.

also that random < 25, can you tell me the particulars of that? Like is that random input every 25 ticks? 25% chance of going off? does it matter that it's a "<25" and not ">25"?
    

Re: Gombie AI problem

 January 16, 2020, 08:09:25 AM View in topic context
 Posted by Carmell  in Gombie AI problem (Started by Carmell January 14, 2020, 03:04:42 AM
 Board: M.U.G.E.N Development Help

Sorry about that. Part of the problem was that I didnt know where the relevant code in the .cns was to begin with.

Okay I'll try my best here.

;--------------------------------------------------------------------
;Hardy Summon
;--------------------------------------------------------------------
[statedef 17100]
anim = 9001
type = S
movetype = A
physics = S
ctrl = 0

[State 17100, 1]
type = PlaySnd
trigger1 = Time = 1
value = S910, 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
anim = -1
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 17100]
type = Helper
trigger1 = animelem = 2
name = "hardy"
ID = 17101
stateno = 17101
helpertype = normal
keyctrl = 0
ignorehitpause = 1
postype = back
pos = -100,-250

[state 17100]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------
;Heat Summon
;---------------------------------------------------------------
[statedef 18100]
anim = 9002
type = S
movetype = A
physics = S
ctrl = 0

[State 18100, 1]
type = PlaySnd
trigger1 = Time = 1
value = S910, 2

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 30
anim = -1
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 18100]
type = Helper
trigger1 = animelem = 2
name = "heat"
ID = 18101
stateno = 18101
helpertype = normal
keyctrl = 0
ignorehitpause = 1
postype = back
pos = -100,-300

[state 17100]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1





Okay, so those are the 2 Striker Summons. I dont see any AI coding on them but maybe I just dont know what to look for. Im pretty sure POTS coded AI that made it so they only were summoned under certain conditions, but I cant find it.

    

Gombie AI problem

 January 14, 2020, 03:04:42 AM View in topic context
 Posted by Carmell  in Gombie AI problem (Started by Carmell January 14, 2020, 03:04:42 AM
 Board: M.U.G.E.N Development Help

Okay, so now that I've released the new version of Gombie, I've noticed a new problem the remake has but the old version didnt have.

Remake Gombie's AI never seems to use the Heat or Hardy strikers. At least Ive never seen him do so during plenty of tests. The only thing I can think of that's definitely different isI changed the resolution and I suspect that undid some of the AI conditions required for the comp to call out those 2 strikers. I really have no idea where to look for the AI variables though. the only AI thing I see in the code seems to be completely unrelated.

All I really want is for them to be turned back on without gutting the existing AI code. Any help is appreciated.
    

Gombie Remake (includes new stage)

 December 29, 2019, 07:11:19 AM View in topic context
 Posted by Carmell  in Gombie Remake (includes new stage) (Started by Carmell December 29, 2019, 07:11:19 AM
 Board: Your Releases, 1.0+




Character:
http://www.mediafire.com/file/cy3jy4848l4vxh0/Gombie.zip/file

New Clone Chamber Stage:
http://www.mediafire.com/file/dsiwpz2q1ybxw8l/clonechamber.zip/file



So this was my big 2019 project completely remaking my first and worst character Gombie. I've learned a lot since then and my old version of Gombie just makes me cringe. My main goal with this remake was to just blow the old version out of the water.

While my old explanation for how Gombie looked compared to an actual ball goomba/galoomba was the truth, it didn't mean I was happy about it. I tried to remedy that with this version and make him look like the real deal.

Okay, so let me go over the main changes from the old 2008 version. If I listed everything we'd be here forever, so just the main gameplay changes.

New Heavy Punch (with Super Armor)
New Sweep Move
New Jump Heavy Punch
New Jump Light Kick
New Reverse Throw
Gombie has lost his ability to Double Jump
Herpes's RailGun charges faster
Hardy's Hammer has longer startup
Gombie's gameplay has been altered to focus more on keep away than the old version
Redundant and broken moves are gone.
Throw Combo Infinite nullified.


He has an upgraded ending
Shocked State Compatibility
Midnight Bliss Compatibility
Stung Compatibility
Winquotes
(Vs Dogs Intro)

Big thanks to yaminogun and djmouf for helping my cross the finish line.

Also includes Moves Sheet, Tips Sheet, Remake of the first 3 Gombie comics and TheHistoryofGombiefrom2003

Enjoy.

If anyone's willing to make a move showcase youtube video, I'd be really grateful.
Scratchy Remake will be my 2020 project.
    

Re: 50$ comission to help cross the finish line of my character.

 December 14, 2019, 02:20:37 PM View in topic context
 Posted by Carmell  in 50$ comission to help cross the finish line of my character. (Started by Carmell November 30, 2019, 10:02:51 PM
 Board: M.U.G.E.N Discussion

Djmouf has already taken the job and he's done a fair amount of work. I'll keep you in mind though.

Do you know how to code armor?
    

Re: Divekick Stages(1.1 only) by Vegaz

 December 14, 2019, 01:41:41 AM View in topic context
 Posted by Carmell  in Divekick Stages(1.1 only) by Vegaz (Started by Vegaz_Parrelli December 04, 2019, 06:21:28 PM
 Board: Your Releases, 1.0+

I only see the original link. Am I blind?
    

Re: Golden Wind stage

 December 09, 2019, 04:52:48 AM View in topic context
 Posted by Carmell  in Golden Wind stage (Started by Naza15 December 08, 2019, 10:15:19 PM
 Board: Your Releases, 1.0+

When at full zoom even a normal jump reveals the top of the stage is cut off.
    

Re: Bowow - ORIGINAL CHARACTER - RELEASE (Includes Stage)

 December 07, 2019, 08:55:07 AM View in topic context
 Posted by Carmell  in Bowow - ORIGINAL CHARACTER - RELEASE (Includes Stage) (Started by MrPr1993 December 06, 2019, 04:16:43 AM
 Board: Your Releases, 1.0+

I coincidentally just found this character like 2 days ago on my own. I think it's great.
    

Re: Borgnine Taxis

 December 04, 2019, 08:34:21 PM View in topic context
 Posted by Carmell  in Borgnine Taxis (Started by Carmell December 04, 2019, 01:11:26 PM
 Board: Your Releases, 1.0+

I originally did intend it to have a bunch of deltas but eventually it started all going to hell and I had to abandon it.
    

Borgnine Taxis

 December 04, 2019, 01:11:26 PM View in topic context
 Posted by Carmell  in Borgnine Taxis (Started by Carmell December 04, 2019, 01:11:26 PM
 Board: Your Releases, 1.0+

    

Re: MUGEN Video thread

 December 02, 2019, 09:00:40 PM View in topic context
 Posted by Carmell  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

Giang pissing off these authors is a long term benefit in my eyes. The community doesn't need or want this outdated elitist attitude and them ragequitting and buzzing off is a win for everyone. There are plenty of other authors.

I really dont see the problem. Its not like he's editing them in secret and passing them off as the original.

I honestly dont know the point of making a Mugen character private. Might as well not let us know it even exists.
    

Re: I am looking for people to put a transparent background to chars dbz fighter z

 December 02, 2019, 08:48:18 PM View in topic context
 Posted by Carmell  in I am looking for people to put a transparent background to chars dbz fighter z (Started by oscar123 December 02, 2019, 04:10:01 PM
 Board: M.U.G.E.N Discussion

Ive been doing spritework all year. I think you seriously underestimate how long this will take
    

Re: What is cheap/balance in the terms of mugen?

 December 02, 2019, 06:05:44 AM View in topic context
 Posted by Carmell  in What is cheap/balance in the terms of mugen? (Started by Amidweiz November 16, 2019, 10:47:35 AM
 Board: M.U.G.E.N Discussion

I find it hard to really complain if a character is source accurate even when they are unimaginably broken otherwise...

I personally hate it if getting hit once means Im locked into a ridiculously long combo or the other player is immune to punishing block/whiffed moves.

I think you'll be fine as long as you dont have the mindset of not turning your character into the ultimate op badass.
    

Re: Alternate random animation code plus ifelse facing

 December 01, 2019, 10:12:58 PM View in topic context
 Posted by Carmell  in Alternate random animation code plus ifelse facing (Started by Carmell November 30, 2019, 01:52:55 PM
 Board: M.U.G.E.N Development Help

Thank you Cyanide that was exactly what I was looking for.
    

50$ comission to help cross the finish line of my character.

 November 30, 2019, 10:02:51 PM View in topic context
 Posted by Carmell  in 50$ comission to help cross the finish line of my character. (Started by Carmell November 30, 2019, 10:02:51 PM
 Board: M.U.G.E.N Discussion

Okay so Ive been working on a character for what feels like forever now and Im getting real close to the end of the stuff I can do myself.

This commission will be just to finish up some coding Im struggling with. No spritework or character design is required. I've already covered that end.

Anyone who's interested please let me know. I'll pay you 50 bucks through paypal upon completion.


I kinda want to keep who the character is a secret from the general public until release but if I must break that rule I will.