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Messages by Carmell

    

Alternate random animation code plus ifelse facing

 November 30, 2019, 01:52:55 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

Okay so I want to have my character throw out a series of random projectiles. My problem lies when some of the projectiles need to be flipped if youre in the P2 position.

 I understand the coding of Anim = 0+random% well enough, but since I need to have some flipped Im going to need an alternate I think and I wouldnt know where to look for an example since Anim = 0+random% is just so much more convenient. I also understand anim =IfElse(facing well enough as well but only the most basic way of using it.

I assume I need some kind of combo of the 2 but Im not very code minded and wouldnt know where to begin.

Something like Anim=random each individual animation number plus if else facing on the ones that need it all in one code line.

**Example of current code**

[Statedef 302]
type = S
movetype = A
physics = N
anim = 1200+random%10
velset = 28,-16

So there's 10 animations but 1204 1205 and 1207 each need to have a P2 facing option with anims 1210 1211 and 1212 respectively.
    

The 100 Best weirdos

 November 29, 2019, 05:30:45 AM View in topic context
 Posted by Carmell  in The 100 Best weirdos (Started by Carmell November 29, 2019, 05:30:45 AM
 Board: Idea Engineering

I want to implement an intro against bizarre characters.

So I was curious what's some of the best of the batch of the more bizarre creations. I mean the most well made and fun to fight. If the character is one of those auto win characters then making an intro doesnt seem really worth it. I wanted to shoot for some crazy high compatibility number like 100 even though I doubt I'll make that.

Any characters I should go hunt down and checkout? Otherwise I guess Im just going to hunt randomly on Mugen Archive.

    

Re: Hi Res ending.def

 November 10, 2019, 02:00:54 AM View in topic context
 Posted by Carmell  in Hi Res ending.def (Started by Carmell November 09, 2019, 09:53:26 PM
 Board: M.U.G.E.N Development Help

I just mean bigger images resized to fit the template just like how hi res stages resize bigger images to fit the template.


I just want to escape the confines of 320 x 240
    

Hi Res ending.def

 November 09, 2019, 09:53:26 PM View in topic context
 Posted by Carmell  in Hi Res ending.def (Started by Carmell November 09, 2019, 09:53:26 PM
 Board: M.U.G.E.N Development Help

Is making a Hi Res ending possible? I would really like to make my ending Hi Res but my google search results returned nothing.
    

Fighter Factory 3 ending.def problem?

 November 08, 2019, 03:15:54 AM View in topic context
 Posted by Carmell  in Fighter Factory 3 ending.def problem? (Started by Carmell November 08, 2019, 03:15:54 AM
 Board: M.U.G.E.N Development Help

Working on my character's ending was next on my to do list but I soon realized Fighter Factory 3 is somehow incompatible with ending.defs. Anyone else notice this. I tried several different character endings as a test and they all behave the same. The data seems to be there but the sprites just seem to be inaccessible like they dont exist.

I see other people suggesting fighter factory 3 as the go to program. I assume the solution will be to just find some alternate program, but has anyone noticed this? Have a quick fix?
    

Re: Combo Knockdown possible?

 November 07, 2019, 10:57:57 AM View in topic context
 Posted by Carmell  in Combo Knockdown possible? (Started by Carmell November 07, 2019, 05:35:55 AM
 Board: M.U.G.E.N Development Help

It's only 4 hits because the animation loops and those are the frames it hits on. Conceivably it can hit way more than 4 times which is way I wanted to make it cap at 5.

Since it can be activated early and then you move into the enemy thats also why I wanted to make it any 5th hit instead of a specific 5th hit.



    

Combo Knockdown possible?

 November 07, 2019, 05:35:55 AM View in topic context
 Posted by Carmell  in Combo Knockdown possible? (Started by Carmell November 07, 2019, 05:35:55 AM
 Board: M.U.G.E.N Development Help

My new character is almost finished. Just a few kinks to work out.

One of the moves I dont know how to program involves a multi hitting aerial attack.

What I want to happen is if you score 5 hits on a character the 5th hit knocks them down (trips them).

Now I know how to just write 5 hitdef triggers but I dont know how to program it to go off on any 5th hit on a move that just keeps going normally.

I suspect it has something to do with hitcount triggers but my tinkering just made it worse.


This is the move I want the effect applied to


[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 10
ctrl = 0
anim = 600
sprpriority = 2

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 0
trigger1 = var(10) = 0
value = 11

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
attr = A, NA
hitflag = MAF
damage    = 18
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = S1000+random%5 
sparkxy = -10, -20
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -6;IfElse(hitcount != 4,0,-6)
air.velocity = -2,-2
    

Re: bitmugen Stage Release : Bunny City for the Mugen 1.1

 May 31, 2019, 08:18:22 AM View in topic context
 Posted by Carmell  in bitmugen Stage Release : Bunny City for the Mugen 1.1 (Started by OldGamer May 31, 2019, 06:19:26 AM
 Board: Your Releases, 1.0+

I dont know what you mean by pixelated because there clean simple pixel to my taste so no thanks but you can make it better for your self if you like  :)

I was thinking more of taking the existing sprites of those bunnies and then going and basically redrawing them completely at a larger size instead of using a blur filter to create a more hi res toon look.
    

Re: bitmugen Stage Release : Bunny City for the Mugen 1.1

 May 31, 2019, 07:00:57 AM View in topic context
 Posted by Carmell  in bitmugen Stage Release : Bunny City for the Mugen 1.1 (Started by OldGamer May 31, 2019, 06:19:26 AM
 Board: Your Releases, 1.0+

Haha. I like it.

The only thing that would make this better is if the Bunnies werent so pixelated.


I could try making some bigger Bunny sprites for you if you want. Would you be interested in that?
    

Re: Hermentz Valley

 May 21, 2019, 03:48:09 PM View in topic context
 Posted by Carmell  in Hermentz Valley (Started by cldz May 11, 2019, 09:56:25 PM
 Board: Your Releases, 1.0+

What's this from? Google search gets me basically nothing but this stage release and a Tales of Destiny fanfic.
    

Re: Super Armor Strong Punch

 May 19, 2019, 02:32:56 AM View in topic context
 Posted by Carmell  in Super Armor Strong Punch (Started by Carmell May 18, 2019, 04:43:36 PM
 Board: M.U.G.E.N Development Help

Okay, I feel pretty stupid because most of this is still going over my head, but I think I can learn if very SLOWLY.



A permanent Helper or hitoverrides in conjunction of a variable works. I usually use a hitoverrides with variables for super armor simply because my characters are already getting helper intensive with every update to the system mechanics I make, and special cases where a character uses a fair amount of helpers for their moveset like Haruhi does. The best part is that if you only want hyper armor (aka: unbreakable super armor), you don't even need a variable for it.

Yeah. My character has quite a few already. The less coding the better because I barely know anything Im doing.

Quote

- In every statedef where you want super armor in, do not use the statedef's anim parameter since it'll reset every time the hitoverride sends you back to this state, instead use the changeanim sctrl with the trigger "trigger1 = prevstateno != 5000 && Anim != (statedef's animation)" to set the state's animation.

so right here youre not talking about triggering the armor at all but warning me of a coding paradox that will be caused by it?

So basically you want me to cut the Anim = 210 out of this segment?

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

and remod it to this?

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
sprpriority = -1
trigger1 = prevstateno != 5000
Anim != 210


...and since most of your terminology is going over my head at the moment. I guess I'll ask if statedef 5000 is a state that Im supposed to create?

Also while reading your post I realized I guess what I really wanted all along was Hyper Armor. I just didnt know the word for it.

In theory I want the character to tank all the damage unless it KOs him after the armor kicks in.
    

Re: Super Armor Strong Punch

 May 19, 2019, 01:15:41 AM View in topic context
 Posted by Carmell  in Super Armor Strong Punch (Started by Carmell May 18, 2019, 04:43:36 PM
 Board: M.U.G.E.N Development Help

Hmmm something's wrong. Im pretty sure I pasted it right where you wanted me to, but Im not sure I see any effect.

The one thing I can think of is I pasted statedef 6000 into the regular.cns and not the helper.cns, but I thought the helper.cns wasnt actually required and could be named blahblah.cns unless Im mistaken.
    

Super Armor Strong Punch

 May 18, 2019, 04:43:36 PM View in topic context
 Posted by Carmell  in Super Armor Strong Punch (Started by Carmell May 18, 2019, 04:43:36 PM
 Board: M.U.G.E.N Development Help

Hello. Ive been working on a character for awhile now and Ive been trying to figure everything out without asking for help but I cant figure out Super Armor even after looking at the guides.

For right now I just want it coded onto to a short wind up strong punch.


 I erased my failed attempt at the code.

Here is what the code is


[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 0
trigger1 = var(10) = 0
value = 60

[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 60
guardflag = MA
pausetime = 12,12
sparkno = S1000+random%5 
sparkxy = 0, -100
hitsound   = S0, 1
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -20
air.velocity = -2.5,-4

[State 210, 3]
type = ChangeAnim
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 210
elem = 6

[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 210, 6]
type = VelSet
trigger1 = AnimElem = 7
x = 20




All I want is for the super armor to kick in the same time the velocity changes and end when the strong punch state ends. No special effects beyond that. Thanks for any assistance. Hopefully the lightbulb will go off after I see how you modded it because I would probably like to use this effect again on a different character.


    

Bonus Stage: Match Game?

 May 11, 2019, 02:46:47 AM View in topic context
 Posted by Carmell  in Bonus Stage: Match Game? (Started by Carmell May 11, 2019, 02:46:47 AM
 Board: Idea Engineering

Has anyone ever considered making a memory match game bonus stage for Mugen?

You know, kinda like the minigame in Super Mario Bros 3 where you try to flip panels making matches?

I was thinking the basic idea for this would be 3 rows of 4 or 4 rows of 4 panels you could attack to flip.

Maybe as the stage starts the pictures arent hidden for a second so youre not completely blind when you begin and you get 3 mistakes before failing.


If anyone could implement the functionality of this I'd probably be willing to do the spritework.


Maybe I could do the 108 Stars of Destiny from Suikoden 1 as a start.


That's all. Just an idea Im interested in.
    

Re: Genso no Makoto by shadowhand23 (aka Kaiser Phoenix)

 May 02, 2019, 12:00:11 AM View in topic context
 Posted by Carmell  in Genso no Makoto by shadowhand23 (aka Kaiser Phoenix) (Started by shadowhand23 May 01, 2019, 07:16:07 PM
 Board: Your Releases, 1.0+

I'll try to give you what you want.

I did an arcade run with your character to get a feel for her. And then I made sure I encountered her a few fights in on an arcade ladder to fight against her. I made sure to give her a lot of spae for her AI to react.

Good:

She's not so stupidly broken that you just auto win when you play, you still have to at least try against any competent AI

As far as I can tell all the moves function fine. I wish I knew source Makoto a little better so I could say a lot more here.

Right now at least she's not so OP that she auto wins when you encounter her, BUT...

Bad:

Im pretty sure she's not designed with balance in mind. I think even buffed characters should be balanced. There were several moves in her moveset that seem damn near if not straight broken. I can just imagine the computer spamming several of them and there just wouldnt be any recourse.

The AI if there is AI just seemed to stand there and charge the bar and not much else. I have a feeling your character doesnt seem broken just because the AI is asleep at the wheel.

Take that with a grain of salt though.

Minor complaints:

Kung Fu Man's WinQuotes.

Those potrait images youre using are extra dirty. You have to be able to scrounge up something better than that.
    

Re: Mugen Bounty 50$ Commission Target: Yamato from Dragoon Might

 October 23, 2013, 07:06:51 PM View in topic context
 Posted by Carmell  in Mugen Bounty 50$ Commission Target: Yamato from Dragoon Might (Started by Carmell August 28, 2013, 04:21:23 PM
 Board: M.U.G.E.N Discussion

Im glad to hear you guys say that actually.

When cenobite grabbed all the sprites, but not the other resources such as the sounds and whatever else my issue is just that now someone would show up charging for the other resources and my only options were fork out even more money or split the money across multiple people whereas someone gets screwed and then there's bad blood.

I asked cenobite if it was possible for him to go the extra mile and grab the other resources so there would be no doubt that he did everything I said to do to get that 50 and no reason to split it. He said he'd take a crack at it, but I didnt hear back from him and I assumed he probably just forgot rather than tried and failed and I didnt want to pester/hassle him about it.

However if you guys already have the other resources or are willing to grab them and not worry and have no issue with cenobite getting that full 50 then yeah sure Ill pay him
    

Re: Mugen Bounty 50$ Commission Target: Yamato from Dragoon Might

 October 22, 2013, 05:07:15 PM View in topic context
 Posted by Carmell  in Mugen Bounty 50$ Commission Target: Yamato from Dragoon Might (Started by Carmell August 28, 2013, 04:21:23 PM
 Board: M.U.G.E.N Discussion

Locking this thread is the last thing on my mind. The offer stands until a satisfactory Yamato is completed. Back when I said "they technically have all the time in the world before actually entering into the agreement to work on the character not just the 7 days" I meant it. 2 seperate people have mentioned working on Yamato now and while if I knew that Yamato was probably going to be made anyway at the beginning I wouldve picked a different bounty target, I will honor my word and still deliver the money. Hypothetically let's say Ryon contacted me 5 months from now wanting to enter into the deal. I'll still pay him. What I cant guarantee is I'll have the money ready immediately that far in the future or that someone wouldnt beat him to the punch. I care more that Im not jerked around after entering into the agreement/deal rather than having the character this absolute second. And while I said I wouldnt pay if they just released the character and just demanded payment without checking in with me first. If someone who was completely oblivious to this thread showed up with an accurate Yamato. Id most likely pay them if they were the first and if I hadnt entered into a solid agreement with someone.

I learned a lot of dos and donts from this thread but cancelling the offer wasnt one of them. Also the offer was technically raised to 100, not 50. Cenobite made everything more complicated when he showed up with most of the resources but not all that was offering the second 50 dollars for. I admit I didnt see that coming. That was a genuine lesson learned and I wont make that mistake again.

As for not concerning myself with this thread. I will pay rapt attention to this thread until that deadline I gave above. I wont necro bump though.





    

Re: Mugen Bounty 50$ Commission Target: Yamato from Dragoon Might

 October 21, 2013, 11:13:04 AM View in topic context
 Posted by Carmell  in Mugen Bounty 50$ Commission Target: Yamato from Dragoon Might (Started by Carmell August 28, 2013, 04:21:23 PM
 Board: M.U.G.E.N Discussion

I stopped paying hard attention to this thread when it fell off the page the first time.
I held the 50 for a whole month but after that I stopped....and since I didnt hear back from cenobite and the thread fell off the page I didnt save another 50 at the beginning of October. So I have to wait about 10 days from now to get more money.

That being said.

If youre serious about making an accurate Yamato Ryon; Im definitely interested.

But youre not getting 300, I already raised the price once and thats as far as Im going.
If you want to hold out for more money, you'll be holding out forever.

Also, if a deal isnt arranged by the first week of November. This bounty will be put on hiatus until January. Im not trying to use that as some kind of weird scare tactic, it's just family birthdays and Christmas are going to eat 100% of my spending money for the next 2 months.


    

Re: Mugen Bounty 50$ Commission Target: Yamato from Dragoon Might

 September 04, 2013, 04:47:21 AM View in topic context
 Posted by Carmell  in Mugen Bounty 50$ Commission Target: Yamato from Dragoon Might (Started by Carmell August 28, 2013, 04:21:23 PM
 Board: M.U.G.E.N Discussion

I won't even try till I get my current issue done in 2-3 weeks though. I'll take a small break from drawing then and will see what I can do. If I can find the value to disable zoom and it already has the ability to turn off the BGs it shouldn't take me but a few hours to cycle through the sprites and rip them.

If it's an easy rip I'll do it. If it looks like it could take more than 1 day for me to figure it out $50 won't be worth it.

sorry for destroying your business, I wasn't really aware of this thread when releasing this stuff :uhoh:
http://mugenguild.com/forum/topics/dragoon-might-sprites-starting-yamato-153437.0.html


hahaha looks like the coincidence fairy bit me right in the ass. Here I was talking about if it went 10 years and still wasnt done...

Anyway, it looked like in your thread you may have mentioned that the sounds and whatever else were already released.

If that's true and he really does have everything ready to go...sure I'll give you the 50 even though you had no idea about this thread


Hell, in theory I'll give Basara the other 50 for his finished Yamato WIP if it helps light a fire under him.

    

Re: Mugen Bounty 50$ Commission Target: Yamato from Dragoon Might

 September 02, 2013, 08:27:30 AM View in topic context
 Posted by Carmell  in Mugen Bounty 50$ Commission Target: Yamato from Dragoon Might (Started by Carmell August 28, 2013, 04:21:23 PM
 Board: M.U.G.E.N Discussion

Anyway before I upped the price to that another 50 I actually wanted to at least get my own copy of Dragoon Might working so I could check your/the programmer's work a bit and also see just how hard it was going to be to sprite rip.

So I tried MAME version after MAME version

and every last one of them crashed my comp...

so until when/if that changes Id be going in rather blind as to the true accuracy.

But even then youre probably right. While Im smart enough to know when basic clsn boxes on a character are out and out ridiculous or just lazily programmed like auto wrap. My opinions and whether a character is accurate or not or hell even whether a character is good or not are admittedly that of a layman's. Im not going to catch things that someone who lived and breathed the game might catch or another programmer might catch.

I'm only going to catch what a layman testing out the character would catch. Of course Id like the character to be the best it could be in theory but I probably wouldnt call it bad even if it wasnt perfect.

When I mentioned being harsh about not being a rookie creator I probably wasnt even holding it up to your (not you specifically) imagined harshness even then.

But even then there's plenty of creators who have sites full of characters out there who dont pass my layman's test. I cant think of a good metaphor except don't hand me Ryu and tell me he's accurate when he's missing things like his trademark hadoken. I think I'll notice




Is there actually something wrong with anjel's work or is that just some healthy ribbing? Either way he did right by me