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.

**
Slivern is Offline
Contact Slivern:

Slivern

User

Messages by Slivern

    

Re: Implementing a Granblue Fantasy Versus-like skill icon

 November 07, 2020, 09:27:47 am View in topic context
 Posted by Slivern  in Implementing a Granblue Fantasy Versus-like skill icon (Started by Slivern November 06, 2020, 11:35:16 am
 Board: M.U.G.E.N Development Help

I made some progress with the static positioning of the icon so disregard my question above.

Personally, I'd much prefer to keep this thread open as much as I can since I'm going to be implementing a feature people may be interested in. So just letting you all know that the problem isn't "solved".

Anyways, this is what I learned. To have a static icon on the screen, you can set the postype to left. When that happens, you should notice your icon at the very top left corner of the screen. Here is a snippet of that:



When setting the position using the "pos" variable, positive values make the icon move down and right. The results so far are a test so for now I have the icon at the bottom left.



With that said, here's my code so far. I recommend that no one who is learning MUGEN uses this but if you're just learning feel free to mess around. I have it set to State -3 just so I can test the positioning...that's the least you can do to mess around with the variables.

Code:
[State -3, Skill 1 Icon]
type = Explod
trigger1 = Time - 0
anim = 1500
ID = 1500
pos = 5, 145
postype = left  ;p2,front,back,left,right
facing = 0
vfacing = 1
bindtime = -1
ontop = 1
persistent = 1
ownpal = 1
ignorehitpause = 1
    

Re: Implementing a Granblue Fantasy Versus-like skill icon

 November 07, 2020, 08:55:50 am View in topic context
 Posted by Slivern  in Implementing a Granblue Fantasy Versus-like skill icon (Started by Slivern November 06, 2020, 11:35:16 am
 Board: M.U.G.E.N Development Help

I messed a bit with the code. I think I'm getting what I want from it so far, but the skill icon keeps moving with the player though. How do I keep the position of the skill icon static so that it doesn't move with the player?

EDIT: I forgot to include what i'm doing so far. I did try manipulating the postype variable. To keep it on the screen, I kept the variable to p1. Setting the position to other parts of the screen otherwise causes the Explod animation to disappear.
    

Implementing a Granblue Fantasy Versus-like skill icon

 November 06, 2020, 11:35:16 am View in topic context
 Posted by Slivern  in Implementing a Granblue Fantasy Versus-like skill icon (Started by Slivern November 06, 2020, 11:35:16 am
 Board: M.U.G.E.N Development Help

I've been studying code from other MUGEN characters and there is something I want to do. In Granblue Fantasy Versus, there are skill buttons in that game where if you press a button, the skill is used and you have to wait until the cooldown timer for that ability is up.

My issue however, in addition to implementing that feature, is ensuring that the skill icon stays on the screen throughout a match. Similar to how a Warusaki3 CvS2 character would choose a groove at Round 1, and then the groove would remain on the screen (except the character I'm making isn't choosing a groove).

I'm not sure how to implement this yet. What I'm doing is that I'm studying code from NeoGouki's Chris (using his Orochi Mode), specifically where a meter would appear after the input for Orochi no chikara o mezameru, then the meter would empty over time. It has the kind of functionality I need for what I'm trying to do here, and the code is much more simpler to read and modify. Again, I just don't know how to make sure the icon itself remains throughout a match. The meter that appears during Orochi Mode disappears once the meter runs out. What else should I know or do?

The interface looks like this at the moment. The four squares just below the timer are where the skill icons will go.


Left: Skill Icon, full
Right: Skill Icon, empty
    

How do you implement a Manual Guard?

 October 06, 2020, 08:21:56 am View in topic context
 Posted by Slivern  in How do you implement a Manual Guard? (Started by Slivern October 06, 2020, 08:21:56 am
 Board: M.U.G.E.N Development Help

In games like Mortal Kombat Deadly Alliance, you could hold the right trigger (I own the Xbox version so I'll use that terminology here) to toggle Manual Guarding. This character I'm working on actually holds the Down Key (the character is a recreation of Powerpuff Girls D Battle in Megaville's mechanics, a flash game that is no longer playable due to Adobe Flash Support discontinuing this year).

I'm making a character which will have that feature. What I've tried doing before is copying and pasting the Guard code at around State 150 in the CNS, but it turns out that the code only manipulates the animation.

I realized instead that a simpler solution is to change the Crouch hit animations so that it resembles guarding*, then all I need to do is nullify the damage the player deals from basic attacks, specials, supers, etc.

So all I need to know then are a couple of things
1. How do I nullify damage?
2. How do I change the hitsound for each attack so that when the character is hit while Manual Guarding, it place the guard impact sound effect (the same sound effect you would hear when hitting a character that is guarding) rather that a attack impact sound effect?
3. Is it possible to implement a parrying through pressing the down key in MUGEN? Battle in Megaville's mechanics had you time your down button key presses so you could do successful parries. I know that in Street Fighter III Third Strike for instance, you could tap forward to parry an attack. I think this is possible, but I cannot wrap my head around such an implementation since I'm only in the early stages of development (and I'm not that skilled enough to do that right now).

*The velocity of the animation is not an issue here because the velocity from being hit is about the same as the guarding animation. To clarify, the attacks being dealt here in this version of the character are light attacks at the moment.
    

Re: What's possible with the MUGEN lifebar? (portrait resize troubleshooting)

 September 06, 2020, 09:55:56 am View in topic context
 Posted by Slivern  in What's possible with the MUGEN lifebar? (portrait resize troubleshooting) (Started by Slivern September 06, 2020, 08:17:52 am
 Board: M.U.G.E.N Development Help

I don't see anything for p1.face.scale. Is that a line of code you can add?

EDIT: I just found out that this is indeed possible. For those of you that haven't done this before, here's a snippet of screenshots that will help you when developing your lifebars.

First thing you need to do is add the line.




If done correctly, you will see something like this:



So, in case you're wondering why I'm asking a thread like this, it's because I wanted to determine if it was possible to use something other than image 9000,0 (the default lifebar portrait) for further customization. As you can see, I'm using image 9000,4 (a different image I added in KFM's .sff file), and as you can also see, it is possible!

To change the portrait size of the other player, you do the same thing, but type in "p2.face.scale". All of this is under [Face] in the fight.def file.

So with that in mind, may this thread be helpful to you moving forward.

    

What's possible with the MUGEN lifebar? (portrait resize troubleshooting)

 September 06, 2020, 08:17:52 am View in topic context
 Posted by Slivern  in What's possible with the MUGEN lifebar? (portrait resize troubleshooting) (Started by Slivern September 06, 2020, 08:17:52 am
 Board: M.U.G.E.N Development Help

So I'm developing a small game using MUGEN, and I have a UI already setup. This is the UI.



One thing I wanted to test is to see how character icons in game display. I made a test trapezoid portrait for Kung Fu Man that's the same size as the trapezoid you see above (at the far left and right of each lifebar, respectively) and I notice that it's quite huge in the game:



Is it possible to find options in the definition files that will manipulate the size of this portrait or will I have to scale it down myself via Image Manipulation software (GIMP or others) to achieve the results I'll need?
    

Re: KUNG FU MAN AND SUAVE DUDE PATCH COMING SOON

 September 27, 2019, 06:22:31 am View in topic context
 Posted by Slivern  in KUNG FU MAN AND SUAVE DUDE PATCH COMING SOON (Started by Slivern September 25, 2019, 05:13:02 am
 Board: Projects

His sprites look great, but I find they don't closely fit Elecbyte's art style for the character. That is what I am doing differently.
    

Re: KUNG FU MAN AND SUAVE DUDE PATCH COMING SOON

 September 26, 2019, 10:50:41 am View in topic context
 Posted by Slivern  in KUNG FU MAN AND SUAVE DUDE PATCH COMING SOON (Started by Slivern September 25, 2019, 05:13:02 am
 Board: Projects



Sneek peek at the Masukenpu-kun patch: his new fighting stance look! It's a completely original sprite hand drawn, not sprite edited!
    

KUNG FU MAN AND SUAVE DUDE PATCH COMING SOON

 September 25, 2019, 05:13:02 am View in topic context
 Posted by Slivern  in KUNG FU MAN AND SUAVE DUDE PATCH COMING SOON (Started by Slivern September 25, 2019, 05:13:02 am
 Board: Projects

https://www.deviantart.com/banditfalcon/art/Coming-soon-Kung-Fu-Man-s-ending-sff-patch-814445677
https://www.deviantart.com/banditfalcon/art/Suave-Dude-walk-forward-sprites-814447377

Quote
The story that gave birth to one of video game's most obscure icons, shall finally be concluded with a patch I am developing! Here is your first look at the small script that I developed for his ending, as well as peek at one of the sample palettes that I made in the picture above for Clone KFM, that will also come with....

- New Illustrations!
- Six new palette files and a .sff patch using sprites from the GIF below to go with CodySaint's Kung Fu Man AI patch! You can find both of them here:
vignette.wikia.nocookie.net/mu…
BLACKLISTED WEBSITE.com/forums/downlo…

And coming soon after:
- Drawn by me: A full-scale .sff patch to replace ALL sprites with authentic-looking Elecbyte style sprites for Masukenpu-kun's Suave Dude to go along with Ironcommando's AI Patch for Suave Dude, which you can download both below!
www.mediafire.com/file/fm3bqoh
www.freewebs.com/ironcommando/

PREVIEWS OF MY WORK





Created back in 2012, I once tried to embark upon creating a mix of edited and originally drawn Suave Dude sprites, to no avail, in large to high school proscrastination. Now aged, disciplined and focused, I turn my attention once again to a project that I dreamed of finishing years ago.

From the beginning of the Reiwa Era, comes the finale of a story that began long ago!
    

Re: Where can I find MUGEN1.1beta Stages?

 September 22, 2019, 09:15:27 pm View in topic context
 Posted by Slivern  in Where can I find MUGEN1.1beta Stages? (Started by Slivern September 22, 2019, 07:08:03 pm
 Board: M.U.G.E.N Discussion

I'm noticing that many of the stages I've download so far are at a 4:3 ratio. I can't find any stages that are 16:9 and I once had one before.

I can modify the code to make these stages 16:9 if I knew how, so how would I do that?

EDIT: Actually, let me rephrase that question above: which option in the stage0-720 file makes the stage a 16:9 ratio?

EDIT2: I found it. it's "localcoord". But I forgot that sprites tend to work better in a 4:3 or else there is noticeable cut off...I guess I'll have to stick with 4:3 zoom outs, but that's okay!

EDIT3: Looks like it's not going to work anyway since these stages run on old MUGEN code.
    

Re: Where can I find MUGEN1.1beta Stages?

 September 22, 2019, 08:03:32 pm View in topic context
 Posted by Slivern  in Where can I find MUGEN1.1beta Stages? (Started by Slivern September 22, 2019, 07:08:03 pm
 Board: M.U.G.E.N Discussion

This is a separate issue, but I've been updating my MUGEN folder to coincide with the stages I'm getting, and I wanted to get Fighter Factory Studio 3.53. It's no longer available for download because the website isn't working anymore. Who has a copy?
    

Re: Where can I find MUGEN1.1beta Stages?

 September 22, 2019, 07:35:20 pm View in topic context
 Posted by Slivern  in Where can I find MUGEN1.1beta Stages? (Started by Slivern September 22, 2019, 07:08:03 pm
 Board: M.U.G.E.N Discussion

Thanks. I'm going to keep this thread bookmarked.

It seems like there will still be much digging I'll have to do for the 1.1beta stages. There doesn't seem to be much support for that version among a lot of stage creators in terms of stages, is there?

EDIT: You guys should not use Photobucket anymore. Use Imgur for your pictures. It looks like Photobucket is adding their watermark no thanks to the new rules they set for bandwidth.
    

Where can I find MUGEN1.1beta Stages?

 September 22, 2019, 07:08:03 pm View in topic context
 Posted by Slivern  in Where can I find MUGEN1.1beta Stages? (Started by Slivern September 22, 2019, 07:08:03 pm
 Board: M.U.G.E.N Discussion

I'm looking for stages that support camera zoom-out functionality for MUGEN 1.1beta. But I also want to ask if most people are mostly current creating content for 1.1beta because if they don't I won't bother with the stages. 1.1beta stages make MUGEN less boring though. And do screenpacks work as well as they do in 1.0 for 1.1beta?
    

Re: Super Smash Bros Ultimate

 August 11, 2018, 09:02:19 am View in topic context
 Posted by Slivern  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 am
 Board: Fighting Games

I got an awesome serving of Prime Ribs the morning I saw that direct. Also, I think I may main Chrom; the white color for Marth is a personal favorite of mine, and knowing that Chrom also holds a Falchion and has a nice white cape as well, that's awesome.
    

Re: Super Smash Bros Ultimate

 July 08, 2018, 03:50:27 am View in topic context
 Posted by Slivern  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 am
 Board: Fighting Games

That is actually an interesting note. I appreciate more Earthbound characters.



We got some "ribs" on Dark Samus's corrupted Phazon Suit in Metroid Prime 2 as well. (In fact the old Phazon Suit is kind of like Dark Samus's skeleton while her suit in Prime 3 is like her crustacean exterior.)

And since Dark Samus was "Metroid Prime" before...
    

Re: The Donald Trump Political MAGAthread: The Federal Bureau of Golden Showers

 May 19, 2018, 04:31:10 am View in topic context
 Posted by Slivern  in The Donald Trump Political MAGAthread: Justice for Floyd edition (Started by Ricepigeon March 22, 2017, 08:42:19 pm
 Board: All That's Left

I was hopeful for the idea of North and South Korea formally signing a peace treaty. I think it's going downhill fast already.

But it would be SO nice if I could see a decade old frozen conflict formally end once in my life, which in turn, closes the curtain on the Korean War for good.

What a shame.
    

Re: Last game you finished + 4 lines review.

 May 15, 2018, 09:47:48 pm View in topic context
 Posted by Slivern  in Last game you finished + 4 lines review.  (Started by Santtu May 30, 2010, 07:06:56 pm
 Board: Gaming

Splinter Cell Chaos Theory Single Player, all difficulty modes

The best stealth experience I've had growing up is still timeless today. While I wish that I grew up with the PS2 (since Metal Gear and Splinter Cell are on that console as well), I feel like I didn't miss out. Chaos Theory is the pinnacle of the franchise as a stealth game. I've been missing this kind of experience ever since a different team of staff members, some coming from Rainbow Six Vegas, turn the series into a Tactical Shooter. Admittedly, it was not troublesome enough for me to beat all three difficulty modes since I'm not a kid anymore, which means that sneaking past guards and leaving them untouched is quite effortless. Then again, that's coming from someone who grew up with the series, and, for a kid, beat the whole game at Normal with a 100% efficiency rating even at harder missions like Seoul and the dreaded Bathhouse.

With the anticipation of a new Splinter Cell game at the verge of being announced this year, and Splinter Cell DLC for Ghost Recon Wildlands starring the iconic Sam Fisher preceding it sprinkled with the reprisal of Michael Ironside in the role after beating prostate cancer (which is why Eric Johnson portrayed Sam Fisher in Splinter Cell: Blacklist), it's good to be a Splinter Cell fan. It's also sad for me to be a Metal Gear fan as well though because Sam Fisher truly is the only one left of his kind. We may likely never see Gabe Logan or Snake ever again.
    

Re: blazblue tag battle

 May 14, 2018, 02:51:45 am View in topic context
 Posted by Slivern  in blazblue tag battle (Started by c001357 July 16, 2017, 10:08:47 pm
 Board: Fighting Games

How about tha Gambit recolor though?
    

Re: The King of Fighters XIV Sound Rip by Hiragamer98 and lllorochi chrisiii

 April 24, 2018, 08:52:46 am View in topic context
 Posted by Slivern  in The King of Fighters XIV Sound Rip by Hiragamer98 and lllorochi chrisiii (Started by Sudake October 27, 2017, 04:18:17 pm
 Board: Resource Releases

Nice, your contribution makes me want to continue my Exiled Challengers Team KoF fanfic thanks to your sound rips for Kyo.
    

Re: KoF XIV

 April 14, 2018, 02:57:19 am View in topic context
 Posted by Slivern  in KoF XIV (Started by NiO ErZeBeTh September 15, 2015, 09:35:20 am
 Board: Fighting Games

She's also done some voice acting word in anime for a few years now too.