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XGargoyle

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Messages by XGargoyle

    

Re: Hit sparks and close attacks

 August 13, 2022, 05:03:33 PM View in topic context
 Posted by XGargoyle  in Hit sparks and close attacks (Started by NikoPalad67140 August 13, 2022, 04:43:28 PM
 Board: M.U.G.E.N Development Help

    

Re: Super Jump

 August 05, 2022, 10:26:28 AM View in topic context
 Posted by XGargoyle  in Super Jump (Started by copticprincess August 05, 2022, 09:37:12 AM
 Board: M.U.G.E.N Development Help

super jump is added into the characters' code. The thread you linked is for making stages that will follow the characters during the air combo.

What are you trying to do?
    

Re: [SPANISH ONLY] Español solamente V2

 June 04, 2022, 12:15:40 AM View in topic context
 Posted by XGargoyle  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 AM
 Board: International

Nunca cuestiones los fetiches sexuales de la gente
    

Re: Muteki Characters Infinite State loop issue

 May 02, 2022, 12:34:14 AM View in topic context
 Posted by XGargoyle  in Muteki Characters Infinite State loop issue (Started by JoeStarX May 01, 2022, 10:30:09 PM
 Board: M.U.G.E.N Configuration Help

There is a problem with statedef 11, copy and paste the contents so we can see what's wrong
    

Re: [SPANISH ONLY] Español solamente V2

 April 27, 2022, 02:30:27 AM View in topic context
 Posted by XGargoyle  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 AM
 Board: International

De los antiguos habrá gente que sigue creando? Y los que crean lo siguen haciendo gratuito?

Por aqui lo ultimo que llevo hecho son los personajes de Hyper Dragon Ball Z y la conversion de The Black Heart de mugen a ikemen, entre otras cosas. Y aunque sigo haciendo cosas gratis, no veo problema si alguien quiere pagarme para un proyecto
    

Re: Beam Clash Issue

 April 24, 2022, 12:01:04 PM View in topic context
 Posted by XGargoyle  in Beam Clash Issue (Started by DJMouF April 13, 2022, 01:29:56 PM
 Board: M.U.G.E.N Development Help

Enemy is placed in a custom state without a selfstate.
Look for the states p2 is placed during the beam clash and find the missing selfstate
    

Re: Play music when player life is at a certain level

 April 24, 2022, 11:57:18 AM View in topic context
 Posted by XGargoyle  in Play music when player life is at a certain level (Started by DuckyBoi April 23, 2022, 11:58:47 PM
 Board: M.U.G.E.N Development Help

Complaining and criticizing the person who offered you assistance--> not good and will make other people think twice before helping you
    

Re: [SPANISH ONLY] Español solamente V2

 April 12, 2022, 10:18:06 AM View in topic context
 Posted by XGargoyle  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 AM
 Board: International

Cierto, ya no se habla de PENES
    

Re: [SPANISH ONLY] Español solamente V2

 March 24, 2022, 11:15:40 PM View in topic context
 Posted by XGargoyle  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 AM
 Board: International

A que carajos viene responder a un comentario random de hace 7 años?

    

Re: Calculating yaccel from source games without artmoney?

 March 21, 2022, 12:42:46 AM View in topic context
 Posted by XGargoyle  in Calculating yaccel from source games without artmoney? (Started by SaltAddict March 19, 2022, 11:57:12 PM
 Board: M.U.G.E.N Development Help

What is the reason you can't use Artmoney or Cheat engine?
    

Re: Making an asset fade away after a while

 March 14, 2022, 11:28:14 AM View in topic context
 Posted by XGargoyle  in Making an asset fade away after a while (Started by ShiroTori March 14, 2022, 09:14:52 AM
 Board: M.U.G.E.N Development Help

    

Re: Issues with adding palette colors to a sprite

 March 01, 2022, 07:50:01 AM View in topic context
 Posted by XGargoyle  in Issues with adding palette colors to a sprite (Started by Tiger-Boy February 28, 2022, 10:02:14 PM
 Board: M.U.G.E.N Development Help

Recommendation: do not use MCM. It's an obsolete buggy software that could potentially corrupt the sff files.
Use only Fighter Factory
    

Re: [SPANISH ONLY] Español solamente V2

 February 02, 2022, 11:58:08 PM View in topic context
 Posted by XGargoyle  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 AM
 Board: International

    

Re: [SPANISH ONLY] Español solamente V2

 February 01, 2022, 06:56:04 PM View in topic context
 Posted by XGargoyle  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 AM
 Board: International

Pregunta, es posible, si eres un creador de contenido, colocar algo como "prohibido que se suba al sitio [REDACTED]"? Vale, que a los que suben les importa bien poco lo que diga un letrero, pero aún así?
Si, puedes hacerlo, pero no te van a hacer caso
    

Re: What is the easiest way to quit smoking, masturbation and over-thinking?

 January 30, 2022, 11:59:10 AM View in topic context
 Posted by XGargoyle  in What is the easiest way to quit smoking, masturbation and over-thinking?  (Started by AuMiO VXC January 27, 2022, 08:50:25 AM
 Board: Off-Topic Help

Cold turkey
    

Re: [SPANISH ONLY] Español solamente V2

 January 07, 2022, 11:35:33 AM View in topic context
 Posted by XGargoyle  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 AM
 Board: International

muy grande... muy grande, no lo es, mas bien por debajo de la media  ;D
    

Re: How to make the AI use less the same moves/combo's

 January 07, 2022, 11:33:19 AM View in topic context
 Posted by XGargoyle  in How to make the AI use less the same moves/combo's (Started by MagmaStone24 January 05, 2022, 01:09:47 AM
 Board: M.U.G.E.N Development Help

Besides changing the number on the "random" percentage, you could also fine-tune it with additional statements. This is one of my tricks when I code my AIs

Take a generic AI pattern as this one:
trigger1 = P2BodyDist x <= 75 && Random < 250

and fine-tune it with additional conditions such as this one:
trigger1 = P2BodyDist x <= 75 && Random < (250 -50*(enemynear,statetype=A)-100*(enemynear,vel x>0) +75*(enemynear,movetype=H))

250 is the AI percentage base of the move
-50 will decrease the percentage if the enemy is jumping
-100 will decrease the percentage if the enemy is moving forward
+75 will increase the percentage if the enemy is currently hit

With these patterns, you have an adaptive  AI that will adjust the odds of a move coming out depending on further conditions

    

Re: Super Armor Code

 January 07, 2022, 11:22:50 AM View in topic context
 Posted by XGargoyle  in Super Armor Code (Started by All-Star Platinum January 07, 2022, 05:05:40 AM
 Board: M.U.G.E.N Development Help

it all depends on the kind of armor method you would use, and how/when it needs to be enabled. Some methods will require to edit every state the armor is going to be active, while other methods could do a more generic code in -2 and using an external helper with his own code.

You can check Buu Z2 for an example of a helper-type superarmor
    

Re: [SPANISH ONLY] Español solamente V2

 December 27, 2021, 09:47:44 PM View in topic context
 Posted by XGargoyle  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 AM
 Board: International

    

Re: How to make a good AI? (1.0-1.1b)

 December 27, 2021, 09:28:04 PM View in topic context
 Posted by XGargoyle  in How to make a good AI? (1.0-1.1b) (Started by WastedCoder December 26, 2021, 03:08:43 PM
 Board: M.U.G.E.N Development Help

Here's an example of an AI snippet for one of my chars, Eighteen and in particular for her multiple fireball move, with some comments for your learning:

;AI Blitz Deadend
[State -1, AI Blitz Deadend]
type = ChangeState
triggerall = AILevel>0 && numenemy && roundstate=2 && StateType != A trigger when AI is on, there's an enemy, during the match and while on the ground
triggerall = NumHelper(1500)<3 ; Blitz Deadend limiter checks that we have not reached the max number of moves
triggerall= (enemy,stateno!=[120,155])&&(enemy,stateno!=[5100,5120]) && (enemy,vel x>=0) the move will be performed when the enemy is not blocking, or lying on the ground and while the enemy is moving forward
trigger1 = ctrl && time>5 && random < 50*(AIlevel ** 2 / 64.0) time>5 gives a reaction of at least 5 frames for the AI, to simulate a command input- the part following the random is an AI scaler, resulting in a harder AI when AI level is higher
trigger2 = ((stateno = 200) || (stateno = [210,215]) || (stateno = 220))
trigger2 = movehit && random < 100*(AIlevel ** 2 / 64.0)
trigger3 = ((stateno = 230) || (stateno = 240) || (stateno = 250))
trigger3 = movehit && random < 100*(AIlevel ** 2 / 64.0)
trigger4 = ((stateno = 400) || (stateno = 410) || (stateno = 420))
trigger4 = movehit && random < 100*(AIlevel ** 2 / 64.0)
trigger5 = ((stateno = 430) || (stateno = 440) || (stateno = 450))
trigger5 = movehit && random < 100*(AIlevel ** 2 / 64.0)
trigger6 = stateno = 100 || stateno = 101
trigger6 = random < 50*(AIlevel ** 2 / 64.0) all these conditions are to ensure a combo chain from a previous specific hit and with a variable rate of successing at the combo
value = Cond(p2bodydist y<0,1500,1500+10*(random%3)) if the AI activates one of the above conditions, then if the enemy is jumping, she will do the backwards version to stay safe. If the enemy is not jumping then she will perform any of the 3 versions

As you can see, the scenario is pretty simple for this specific move, but it gives a human feeling and reaction on when to perform a move, and also open to mistakes