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Messages by Carmell

    

Scratchy 2020 Remake

 November 06, 2020, 10:46:57 PM View in topic context
 Posted by Carmell  in Scratchy 2020 Remake (Started by Carmell November 06, 2020, 10:46:57 PM
 Board: Your Releases, 1.0+



Character:

https://www.mediafire.com/file/0who69uciykokvy/Scratchy.zip/file

Stage:

https://www.mediafire.com/file/jwfx1jkq0v7of03/galoombamart.zip/file



I've remade my decade old Scratchy with new art and new gameplay mechanics and bugfixes



MAJOR NEW STUFF:

Winquotes (lots of references to go right over your head)
Vs Weird Intro
Vs Dogs Intro
New Updated ending
Shock Compatibility
Stung Compatibility
Midnight Bliss Compatibility
Flatten Compatibility
Hell Dunk Compatibility
Mascot Compatibility
Seppuku Compatibility

Heavy Punch has been split into two distinct attacks; a low attack and a high attack
New Heavy Kick
New Sweep Move
Tangle Fury's range has been greatly extended and bug fixed
Scratchy gets to keep his doublejump unlike Gombie but it will feel noticeably different.

As before the palettes are based on Scratchy's tree leaves

A Playtips file has been included.
3 remade Gombie comics are included. For the small audience who appreciates this, these are indeed the ones to read directly after the ones included in the Gombie remake.

The new remade stage comes with a unique music track I commissioned just for it. "Scratchy's Theme"

Enjoy
    

Re: Width, Different local coord resizes and p2body distance.

 November 06, 2020, 05:18:55 PM View in topic context
 Posted by Carmell  in Width, Different local coord resizes and p2body distance. (Started by Carmell November 02, 2020, 12:47:31 PM
 Board: M.U.G.E.N Development Help

I never used var before so that definitely wouldnt have occurred to me.

So when you say trigger2 could work do you mean as simple change as this could work?

trigger1= (p2dist x=[400,800]) && random<50
trigger2= (p2dist x=[1300,2000]) && random<500

Im pretty sure I was told once that trigger number listings were basically just aesthetic but maybe they meant just most of the time?


The real entire code block currently looks like this.

[State -1, tangle fury]
type= changestate
value= 3050
triggerall = var(59)>=1 && numenemy
triggerall = statetype!=A
triggerall = power>=3000
trigger1= ctrl || stateno=100
trigger1= (p2dist x=[400,800]) && random<50
trigger1= (p2dist x=[1300,2000]) && random<500


Is this the var revision youre suggesting?

[State -1, tangle fury]
type= changestate
value= 3050
triggerall = var(59)>=1 && numenemy
triggerall = statetype!=A
triggerall = power>=3000
trigger1= ctrl || stateno=100
trigger1= (p2dist x=[400,800]) && random<50
var1(x) = 1

trigger1= (p2dist x=[1300,2000]) && random<500
var(x) =2

I assume the blank line between the 2 triggers is deliberate or were just seperating them to be clearer for me to read?
    

Re: Width, Different local coord resizes and p2body distance.

 November 06, 2020, 10:49:07 AM View in topic context
 Posted by Carmell  in Width, Different local coord resizes and p2body distance. (Started by Carmell November 02, 2020, 12:47:31 PM
 Board: M.U.G.E.N Development Help

2 more questions

1. Does a hypothetical statement like

trigger1= (p2dist x=[200,400])

mean it activates specifically at 200 AND 400 or does it mean 200 THROUGH 400? I suspect it's the latter because if you try to add a 3rd value like [200,400,600] it doesnt accept it but I want confirmation. I really hope it's the latter.


2. Does adding a second trigger line under the first line such as

trigger1= (p2dist x=[400,800]) && random<50
trigger1= (p2dist x=[1300,2000]) && random<500

Does adding that second line cause any contradiction or does it do what I think it does and just increases the chances of move activation when the p2 character is further out?
    

Re: Width, Different local coord resizes and p2body distance.

 November 05, 2020, 11:58:57 AM View in topic context
 Posted by Carmell  in Width, Different local coord resizes and p2body distance. (Started by Carmell November 02, 2020, 12:47:31 PM
 Board: M.U.G.E.N Development Help

Is axis the plus sign in fighter factory or is it based on something else?
    

Width, Different local coord resizes and p2body distance.

 November 02, 2020, 12:47:31 PM View in topic context
 Posted by Carmell  in Width, Different local coord resizes and p2body distance. (Started by Carmell November 02, 2020, 12:47:31 PM
 Board: M.U.G.E.N Development Help

New character is almost ready for release but I still havent got past the resize messing up the AI hurdle. I googled what I could about the code but I need clarification on a few points.


Does resizing a character using localcoordinates mess with the p2bodydist calculation?
For example if I had a large character shrunk down with localcoordinates does the required pixels no longer equate? Do I need the equivalent of 3 pixels just to make 1 pixel according to the code? Like does KFM 720 for example now go based on the size of a pixel from his enormous sprite or is always using the same metric regardless of sprite size?

Also confused about width. I notice they have a front and back width. does this mean the real width is the combined of both with the players center being the starting point heading to left and right?

and if Im using p2dist in the AI do I need to start counting from the edge of my width instead of the character's center? What I really desire out of all this is how to calculate how many full character body widths the opponent is from my resized huge sprite character.
    

Random KO noises

 November 02, 2020, 12:31:58 PM View in topic context
 Posted by Carmell  in Random KO noises (Started by Carmell November 02, 2020, 12:31:58 PM
 Board: M.U.G.E.N Development Help

I want to add multiple random KO noises instead of just the standard 11,0 KO sound.
But looking in the code I couldnt find 11,0 mentioned anywhere so I assumed it was one of those things that was hidden in mugen's common cns that Id have to copy paste in.

I checked there but I couldnt find the accompanying code.

unless its this?

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > Const720p(20)) + (sysvar(1) > Const720p(56))

If that is it. I dont know what Im looking at.
    

100$ Scratchy Coding Commission

 October 01, 2020, 06:36:02 PM View in topic context
 Posted by Carmell  in 100$ Scratchy Coding Commission (Started by Carmell October 01, 2020, 06:36:02 PM
 Board: M.U.G.E.N Discussion

Finally reached the point where Im ready to hire a coder for my new release.

This is a remake of an old character and for the most part you'll just be matching his functionality to the original version. I added bigger sprites and reset the scaling and pretty much everything broke. So for the most part if you take the job you'll be doing realignments, but there is some new stuff for the character I'll be wanting as well such as a custom double jump animation and new sweep move that changes velocities and one of the Supers needs to have its functionally changed from a weird juggle to more like an inescapable throw. If the AI needs realigning then I want that too. The guts of the AI and basically everything are already in there for you to work with. I want some other minor things as well but hopefully they wont be too hard.
I'll screenshare with Skype or even draw you diagrams if you need them to help you understand what I want.

It's hard for me to guess how long this would theoretically take. The original coder built the entire character from scratch in like 3 hours but Im not going to hold you to that standard, but if you think it'll take you more than 2 weeks I'd rather just hire someone else. Im pretty laid back when working with someone as long as they keep a clear line of communication open.

I'll pay you 100 bucks through paypal upon completion. PM me or just straight hit me up on Facebook


    

Re: Character wont crouch and crouch related move also wont trigger.

 September 20, 2020, 07:27:19 PM View in topic context
 Posted by Carmell  in Character wont crouch and crouch related move also wont trigger. (Started by Carmell September 16, 2020, 04:07:19 PM
 Board: M.U.G.E.N Development Help

Thank you. Both worked but I was curious why the default 410 wasnt working and apparently all I needed to do was change

 trigger1 = statetype != A

to

trigger1 = statetype = S and trigger1 = statetype = C
    

Character wont crouch and crouch related move also wont trigger.

 September 16, 2020, 04:07:19 PM View in topic context
 Posted by Carmell  in Character wont crouch and crouch related move also wont trigger. (Started by Carmell September 16, 2020, 04:07:19 PM
 Board: M.U.G.E.N Development Help

The crouch related animation absolutely exists but for some reason wont trigger. I think POTS mustve deleted the crouch related code back when I hired him in 2009ish because I didnt have a crouch animation back then and probably told him it wasnt needed. Now that Ive made one like I made one for my last character it doesnt work



Anyway this is how the code segment currently looks.

; Crouching
[Statedef 10]
type= S
physics= N
movetype= I
sprpriority= -1

[State 10, End]
type= changestate
trigger1= 1
value= ifelse(command="holdfwd" ^^ command="holdback", 20, 0)

[Statedef 11]
type= S
physics= N
movetype= I
sprpriority= -1

[State 11, End]
type= changestate
trigger1= 1
value= ifelse(command="holdfwd" ^^ command="holdback", 20, 0)

[Statedef 12]
type= S
physics= N
movetype= I
sprpriority= -1

[State 12, End]
type= changestate
trigger1= 1
value= ifelse(command="holdfwd" ^^ command="holdback", 20, 0)



How do I repair it to a more normal state?




Problem #2

Also I created a new Crouching Strong Punch but even though the new statedef is there it refuses to acknowledge it


;Crouching Strong Punch
[State -1, Crouching Strong Punch]
type = ChangeState
value = 410
triggerall = var(59)<=0
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl || stateno=100
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6


whenever I try to perform the move it just performs regular strong punch. I dont remember doing anything different when I added a new crouch move variant to the last character so I think it might be related to the fact that I cant enter the crouch state?
    

Re: Double Jump Animation/Custom Jump?

 September 07, 2020, 10:43:17 AM View in topic context
 Posted by Carmell  in Double Jump Animation/Custom Jump? (Started by Carmell September 02, 2020, 09:05:24 PM
 Board: M.U.G.E.N Development Help

Okay I think I get it. I see in the .def file that it is in fact using common.cns

As for copying statedef 50 in your example are you saying if the same statedef exists in both files the one in charactername.cns will take priority?
    

Re: Double Jump Animation/Custom Jump?

 September 05, 2020, 10:03:39 AM View in topic context
 Posted by Carmell  in Double Jump Animation/Custom Jump? (Started by Carmell September 02, 2020, 09:05:24 PM
 Board: M.U.G.E.N Development Help

Are there hidden states in the .cns? Statedef 50 doesnt seem to exist by my eyes. I dont even see it in Kung Fu Man. Heck I dont even see the movement related statedefs my character has that I posted above in Kung Fu Man or Gombie.

I really doubt POTS gutted the character all those years ago when he coded it. I must be missing something super obvious.
    

Double Jump Animation/Custom Jump?

 September 02, 2020, 09:05:24 PM View in topic context
 Posted by Carmell  in Double Jump Animation/Custom Jump? (Started by Carmell September 02, 2020, 09:05:24 PM
 Board: M.U.G.E.N Development Help

So I want to have a custom jump animation for anytime the character double jumps and for a second I thought it was going to be easy but then besides not working a bunch of weird things started happening.

I'll try to be as descriptive as possible.

My character uses the same basic jump animation for neutral forward and back and they are all mapped to the standard anims 41-43

So since anim 44 wasnt being used I thought that would be a good anim to map the doublejump to but when I did that something weird happened.

Jump Neutral started just naturally rolling over into anim 44 as soon as the anim hit the last frame. I couldnt find anything in the code telling the jump animation to change from 41 to 44 and if 44 doesnt exist the jump animation works properly. I tried a different animation 45 and then noticed forward jump now naturally rolled over into animation 45 and same if I changed it to 46 with the back jump animation. Still couldnt find anything in the code but I doubt its a coincidence that anims 44-46 lines up with the different jump directions.

I tried googling for similar problems but it seems people were told to just make a custom jump state. I have no idea how to do that though.

All I really want is for airjump neutral back and forward all to go straight to a singular animation.


The code currently looks like this but I have no idea if it's even relevant because all my messing with it didnt seem to affect the animation at all just velocities

; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
facep2 = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
Trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1
    

Resyncing Movement Velocities after resizing

 August 21, 2020, 05:17:20 PM View in topic context
 Posted by Carmell  in Resyncing Movement Velocities after resizing (Started by Carmell August 21, 2020, 05:17:20 PM
 Board: M.U.G.E.N Development Help

I've changed the scale from .5 to 1 and also Ive changed the character's normal resolution to localcoord = 1280,720


This sets everything out of whack.



Is there a mathematical formula I can use to correct the character to feel spot on like it's old self or do I have to just tinker until I get close as I can which is what I did last time around?
    

Re: Gombie Remake (includes new stage) (UPDATED 6/21/2020

 June 22, 2020, 01:16:15 AM View in topic context
 Posted by Carmell  in Gombie Remake (includes new stage) (UPDATED 6/21/2020 (Started by Carmell December 29, 2019, 07:11:19 AM
 Board: Your Releases, 1.0+

Gombie has been updated.

I've updated him here and there since the original release so much so that I dont remember "everything"

Here is the basic lowdown.

I tried to address Hi-yo's concerns. Heat and Hardy now go off a bit faster and function a bit better than they did before.
I removed the gain power back from all the Supers.
I increased the pushback from some moves but not too much. I wanted qk qk hk combo to still be just barely possible.
Animation glitch in the reverse throw fixed.
Damage penalty for physically attacking the Shock helper increased plus Shocked state effect added to the penalty.
Gombie now doesnt lose a bar if his Summon gets canceled before the Summoned character actually appears
The Mace Super now has Superpause and also and extra startup frame to give you time to block.
Some moves were missing poweradd that should have had them. I fixed it.
The AI will now actually summon Heat and Hardy instead of strictly the other 2.
Gombie is now compatible with Anakaris's Mascot transformation
Gombie now has a Seppuku animation compatible with 3ha's Bishamon character.
If he didnt have Zabel's Hell Dunk and Lei Lei's Flattened compatibility before that's in there too.
If he didnt have the "Vs Weird" and "Feigning ignorance" intros he has them now though the latter has barely any compatibility at the moment.
Upgraded Intro compatibility list (never be truly complete)
Good chunk of sprites have been cleaned.



Enjoy.
    

Re: Gombie throw animation problem

 June 13, 2020, 07:34:40 PM View in topic context
 Posted by Carmell  in Gombie throw animation problem (Started by Carmell June 12, 2020, 04:10:27 PM
 Board: M.U.G.E.N Development Help

Thank you, that put me on the right track.

I suspected sprpriority could be the problem but I was apparently looking in the wrong place. The actual code was in the throw attempt section.

it was

[State 805, TargetBind 1]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
pos = 0,0

[State 805, SprPriority 1]
type = SprPriority
trigger1 = AnimElemTime(1) < 0
value = 1

[State 805, SprPriority 2]
type = SprPriority
trigger1 = AnimElemTime(1) >= 0
value = -1



I have no idea what this code bit was but when I changed that -1 to a 4 it fixed it.
    

Gombie throw animation problem

 June 12, 2020, 04:10:27 PM View in topic context
 Posted by Carmell  in Gombie throw animation problem (Started by Carmell June 12, 2020, 04:10:27 PM
 Board: M.U.G.E.N Development Help

I've updated my character quite a bit but one of the things I would like to fix before a rerelease is this animation error while doing the reverse throw. I assume it must be a simple fix; a line of code forcing the player animation to be on top but I wouldnt know what that would be or where to insert it.



So when doing the normal version of the throw it looks fine. Gombie's hand is clearly in front of the grabbed opponent.



But when you do the reverse version by holding back the player is now behind the opponent which I absolutely dont want.




Here is what I think all the relevant code is.

[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S0,2

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -60



[State 805, Throw]
type=targetstate
trigger1= !time && numtarget
value= 815

[State 210, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
animtype  = Medium
hitflag = MAF
damage    = 0
guardflag = N

sparkno = -1
sparkxy = -10,-10
hitsound   = 0,0
guardsound = 0,0
ground.type = HIGH
ground.slidetime = 0
ground.hittime  = 0
ground.velocity = -45,-20
air.velocity = -10,-9
p2stateno = 1025
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 1012
pos = 5,-31
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 1
ownpal = 1
removeongethit = 0


[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


Any help is appreciated
    

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