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Re: Scaling character for 4:3

 May 22, 2020, 12:43:06 AM View in topic context
avatar  Posted by SaltAddict  in Scaling character for 4:3 (Started by SaltAddict May 17, 2020, 03:09:12 AM
 Board: M.U.G.E.N Development Help

If you're talking about using something like
const(size.xscale)
Yes and No. It will work for multiplying a lot of stuff. It'll work in a lot of triggers. But it will not work with everything.
That's why I used the variables in Samus. If I remember correctly, the hitdef was one of the spots where it would and wouldn't work. It had me going crazy for a long time.

I think you may end up having to adjust some of your values, but yes, just adding
*var(yourvaluehere)
to all of your positions should work. I think in certain instances I had to adjust the original value slightly due to 1 pixel being off from rounding one way or the other.

not only position, but size, velocity too.


Ah, I see. I've got it set up with variables now, thank you both
    

Re: Scaling character for 4:3

 May 17, 2020, 09:55:47 PM View in topic context
avatar  Posted by SaltAddict  in Scaling character for 4:3 (Started by SaltAddict May 17, 2020, 03:09:12 AM
 Board: M.U.G.E.N Development Help

You can use
[Size]
xscale = 1.33           ;Horizontal scaling factor.
yscale = 1.5           ;Vertical scaling factor.
At the top of your character's CNS file to affect it. Those should be the values, but I'm not positive.

----
You will want to make two variables to match those values. Then you would use those variables to do math to place explods and helpers easier. My Samus has some scaling. You might want to look it over.

Cheers!

I was alright planning to have math in place to scale everything accordingly, I can just multiply the values by the size constant, right?
    

Scaling character for 4:3

 May 17, 2020, 03:09:12 AM View in topic context
avatar  Posted by SaltAddict  in Scaling character for 4:3 (Started by SaltAddict May 17, 2020, 03:09:12 AM
 Board: M.U.G.E.N Development Help

After a quick mess around with MAME settings it tells me the game my character is ripped from has an internal resolution of 3:2, however it is displayed in 4:3.

When using the unscaled sprites the character looks too small and too wide, so how would I convert that aspect ratio into a scale value mugen can use?
    

Re: Fall recover only below a certain height?

 April 12, 2020, 09:54:26 PM View in topic context
avatar  Posted by SaltAddict  in Fall recover only below a certain height? (Started by SaltAddict April 11, 2020, 07:45:27 PM
 Board: M.U.G.E.N Development Help

Ah, guess there's no way around a custom state then, thank you both
    

Fall recover only below a certain height?

 April 11, 2020, 07:45:27 PM View in topic context
avatar  Posted by SaltAddict  in Fall recover only below a certain height? (Started by SaltAddict April 11, 2020, 07:45:27 PM
 Board: M.U.G.E.N Development Help

I know about fall.recovertime in the hitdef, but I want it to be height based instead. So the enemy/target can only do an air recovery when they're below a certain height.

Any way to do this without custom states?
    

Track enemy while following an arching path

 December 07, 2019, 07:19:24 PM View in topic context
avatar  Posted by SaltAddict  in Track enemy while following an arching path (Started by SaltAddict December 07, 2019, 07:19:24 PM
 Board: M.U.G.E.N Development Help

I'm coding a move where my characters tracks down the enemy and flies towards them (i.e if the enemy is on the ground and he jumps my character will move up, if he's on the air and he falls, my character will move down, etc...).

The normal version works fine, however, for the strong version I want my character to move up in an arc WHILE moving towards the enemy, and the angle of the arc needs to be adjusted mid-flight in case the enemy's x or y position changes.

Code:
[State ****: VelSet]
type = VelSet
trigger1 = time > 5
x = ((P2Dist X * 14) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y)))))

[State 0, Arc]
type = VelSet
trigger1  =time = 6
y = (((0.5*Const(movement.yaccel))-((enemy,pos x))-(pos Y)+(Enemynear,pos Y))) / -75 ;Fallback code

The code right now, the problem with it is that angle of the arc can't be adjusted after the char starts moving, I've tried to adjust it but can't seem to get it to work, I'm not very good at maths :/

Is this even possible?

    

Re: Zooming out when enemy jumps too high

 December 07, 2019, 07:00:36 PM View in topic context
avatar  Posted by SaltAddict  in Zooming out when enemy jumps too high (Started by SaltAddict December 06, 2019, 11:35:36 PM
 Board: M.U.G.E.N Development Help

This has to be programmed into the stage.  Mugen 1.1 only.

The stage has to be built for this effect for the same reason that widescreen is 4:3 minus the top and bottom.  Stages don't have standard dimensions.

So this is something that can be done by just messing with stage def parameters? I've had a look at the stage documentation and didn't find anything about vertical zoom.
    

Zooming out when enemy jumps too high

 December 06, 2019, 11:35:36 PM View in topic context
avatar  Posted by SaltAddict  in Zooming out when enemy jumps too high (Started by SaltAddict December 06, 2019, 11:35:36 PM
 Board: M.U.G.E.N Development Help

This is for a full game btw. Right now, whenever a player jumps too high, the camera follows them and you can't see the other player on the ground (as is usually in fighting games). I was wondering if there's a way to make it so instead of moving with the highest player, the camera zooms out instead so you could still see both players on screen.

I know there's a zoom sctrl in 1.1 but that only seems to work to zoom in, it doesn't do anything if you try to move out.

Basically, when the a player jumps, I want the camera to zoom out so I can keep both players visible.
    

Re: Collision detection with diagonal lines?

 November 24, 2019, 08:52:45 PM View in topic context
avatar  Posted by SaltAddict  in Collision detection with diagonal lines? (Started by SaltAddict November 24, 2019, 03:32:01 AM
 Board: M.U.G.E.N Development Help

Ah, in that case, you'll probably have to do some math to consider the shape of the beam itself, but I myself wouldn't be quite sure what that exact math is. I've ran into a similar problem with Reisen's fields and their area of effect proximity, which forced me to look into another character whose uses proximity math for a circle. I would imagine you would need to do math for a tilted rectangle of some sort and even then, it's sorta sketchy even there. Best alternative I can think of is just simply spawn the helper along the trail's area as opposed to exactly on P2's area if they enter the distance between root and beam head helper.

I tried that and managed to get it work; then I adapted the maths I used to my original method.

Code:
trigger1 = root, p2bodydist x < (pos x)*facing
trigger1 = root, p2bodydist x > 0
trigger1 = enemy, pos y < -(root, p2bodydist x) - 5 + root, pos y
trigger1 = enemy, pos y >= -(root, p2bodydist x) - 30 + root, pos y

Probably not the best way to do this but it works well enough. Thanks for the help  ;D
    

Re: Collision detection with diagonal lines?

 November 24, 2019, 04:46:33 AM View in topic context
avatar  Posted by SaltAddict  in Collision detection with diagonal lines? (Started by SaltAddict November 24, 2019, 03:32:01 AM
 Board: M.U.G.E.N Development Help

Since it is literally impossible to adjust hitbox direction without using completely separate animations to accommodate the possible angles that you plan to do, which would be a ton of set-up, have you looked into using the projectile sctrl spawned within the helper itself? The idea is that as long as the beam helper exists, it constantly spawns a stream of projectiles from the starting point that project towards the specific direction you want in accord to the beam angle FX itself, each projectile is invisible, but have red and blue CLSNs. The projectile velocity parameter can be adjusted with perhaps some sort of variable within the helper to determine projection angle variations.

Im not using projectiles or the hit boxes of the beam itself. I'm spawning in a helper on p2 position that hits p2 and knocks him away whenever he gets between the player and the beam "head". Problem is I can't seem to tell mugen what "between" is.

Unless you're suggesting I scrap that and just go with the projectile method? Which I'm worried won't be as accurate but I will have to if I can't get this to work
    

Collision detection with diagonal lines?

 November 24, 2019, 03:32:01 AM View in topic context
avatar  Posted by SaltAddict  in Collision detection with diagonal lines? (Started by SaltAddict November 24, 2019, 03:32:01 AM
 Board: M.U.G.E.N Development Help



The front of the beam is a separate helper that moves diagonally; when the enemy gets between it and the player (so if the enemy touches that diagonal blue trail), I want to spawn a helper that hits him away. The blue trail is an explod that is rotated and scaled according to distance. (Using mugen 1.1)

Problem is, I just cant seem to correctly define the "hitting area".



I managed to do it correctly with the horizontal version of the move, by using this set of triggers to spawn in the helper:

Code:
trigger1 = enemy, pos x < pos x
trigger1 = enemy, pos x > root, pos x
trigger1 = enemy, pos y > pos y-3
trigger1 = enemy, pos y < pos y+40

I tried modifying the triggers for the diagonal version but I can't get it to work right. I tried this:

Code:
trigger1 = enemy, pos x < pos x
trigger1 = enemy, pos x > root, pos x
trigger1 = enemy, pos y < (root,pos Y - enemy, pos x)
trigger1 = enemy, pos y >= pos y

But it results in the enemy getting hit before he touches the beam trail, and I can't seem to modify it to properly "cover" the area.

Help?
    

Re: Taki from Soul Calibur (custom style)

 June 20, 2018, 06:49:54 PM View in topic context
avatar  Posted by SaltAddict  in Taki from Soul Calibur (custom style) (Started by SaltAddict June 18, 2018, 03:20:54 PM
 Board: Your Releases, 1.0+

Just a small update, the 1.0 version still crashed so I've fixed and re-uploaded it. It should work fine now.

Things I've found so far:

- 6X 2X 5Y target combo is an infinite.
- You can recover out of Fire Dragon's Revenge before the final hit.
- If Shadow Clone Combo hits close to the corner, Taki freezes in place.

Thank you, I'll look into these and fix the bugs
    

Re: Taki from Soul Calibur (custom style)

 June 20, 2018, 02:03:58 AM View in topic context
avatar  Posted by SaltAddict  in Taki from Soul Calibur (custom style) (Started by SaltAddict June 18, 2018, 03:20:54 PM
 Board: Your Releases, 1.0+

    

Taki from Soul Calibur (custom style)

 June 18, 2018, 03:20:54 PM View in topic context
avatar  Posted by SaltAddict  in Taki from Soul Calibur (custom style) (Started by SaltAddict June 18, 2018, 03:20:54 PM
 Board: Your Releases, 1.0+

    

Re: Dragon Ball Z: Super Butouden Legends

 September 10, 2017, 12:46:42 PM View in topic context
avatar  Posted by SaltAddict  in Dragon Ball Z: Super Butouden Legends (Started by SaltAddict March 12, 2017, 12:42:30 AM
 Board: Projects

    

Re: Dragon Ball Z: Super Butouden Legends

 August 31, 2017, 01:11:44 AM View in topic context
avatar  Posted by SaltAddict  in Dragon Ball Z: Super Butouden Legends (Started by SaltAddict March 12, 2017, 12:42:30 AM
 Board: Projects

Luud's Palace (from dbgt)

    

Re: Dragon Ball Z: Super Butouden Legends

 August 27, 2017, 06:15:11 PM View in topic context
avatar  Posted by SaltAddict  in Dragon Ball Z: Super Butouden Legends (Started by SaltAddict March 12, 2017, 12:42:30 AM
 Board: Projects

New stage, Tuffle Planet:



Also, Dabura won the poll, so I'll be working on him next

 
Everthing is Great but, the little portraits could use some work. They don't fit in the slots.

Thanks for feedback, the portraits will be fixed :D

    

Re: Dragon Ball Z: Super Butouden Legends

 August 21, 2017, 12:44:05 AM View in topic context
avatar  Posted by SaltAddict  in Dragon Ball Z: Super Butouden Legends (Started by SaltAddict March 12, 2017, 12:42:30 AM
 Board: Projects

I'm back from holiday so I'm gonna work on the last new character for this update now. I'm not sure what character to make so I put a poll of the characters I'm considering. Vote your favorite! :mtongue:
    

Re: Dragon Ball Z: Super Butouden Legends

 August 08, 2017, 01:25:41 AM View in topic context
avatar  Posted by SaltAddict  in Dragon Ball Z: Super Butouden Legends (Started by SaltAddict March 12, 2017, 12:42:30 AM
 Board: Projects

    

Re: Dragon Ball Z: Super Butouden Legends

 August 06, 2017, 08:58:40 PM View in topic context
avatar  Posted by SaltAddict  in Dragon Ball Z: Super Butouden Legends (Started by SaltAddict March 12, 2017, 12:42:30 AM
 Board: Projects

A little info update, the new characters in the next game update will be:

1. Tenshinhan
2. Krillin
3. Cell
4. Ginyu
5. Android 18
6. ???

I haven't decided the last one yet, I'm thinking of making Chiaotzu, but I might put up a poll for people to vote for a character