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Cyanide

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Messages by Cyanide

    

Re: Attack Clash System

 January 24, 2021, 09:33:30 AM View in topic context
 Posted by Cyanide  in Attack Clash System (Started by arara123qwe December 30, 2020, 02:10:56 PM
 Board: M.U.G.E.N Development Help

That 2nd video is a tutorial? I can't say if its a good one but you may as well follow it if its what you want.
    

Re: All help is appreciated; This one's a doozy.

 January 24, 2021, 09:29:27 AM View in topic context
 Posted by Cyanide  in All help is appreciated; This one's a doozy. (Started by Dj_XLT January 16, 2021, 07:57:41 AM
 Board: M.U.G.E.N Development Help

I mean yes. That information is freely available in the docs. Still dunno what all tthis is for or why you have a problem though
    

Re: All help is appreciated; This one's a doozy.

 January 22, 2021, 03:55:09 AM View in topic context
 Posted by Cyanide  in All help is appreciated; This one's a doozy. (Started by Dj_XLT January 16, 2021, 07:57:41 AM
 Board: M.U.G.E.N Development Help

Once more i don't know what any of this is for. Taking just that last state -2
[state -2, 無敵 保険]
type = varset
triggerall = !ishelper
trigger1 = sysvar(3)
trigger1 = !gethitvar(damage)
sysvar(3) = sysvar(3)-1
ignorehitpause = 1

This reduces sysvar3 by 1 when its a positive number ie not 0. And when you are not being hurt. Thats all it does. Whats needed for this? You do need to tell me what you see in the character and what doesn't work. Otherwise nobody can really help you.
    

Re: Screenbound camera wont follow player upwards

 January 21, 2021, 07:35:20 PM View in topic context
 Posted by Cyanide  in Screenbound camera wont follow player upwards (Started by supercain January 16, 2021, 07:47:44 PM
 Board: M.U.G.E.N Development Help

Reduce the vertical follow. I forget which way but tension defines when the camera should start moving up
    

Re: All help is appreciated; This one's a doozy.

 January 21, 2021, 07:33:39 PM View in topic context
 Posted by Cyanide  in All help is appreciated; This one's a doozy. (Started by Dj_XLT January 16, 2021, 07:57:41 AM
 Board: M.U.G.E.N Development Help

I don't understand the question. You have a character. What does it do thats not working? Normally to fix something you follow the code. But i have no knowledge of the character. Or what any of what you posted is for.
    

Re: How Do You Fix An Angling String Issue

 January 16, 2021, 12:32:38 AM View in topic context
 Posted by Cyanide  in How Do You Fix An Angling String Issue (Started by Fighting Toys Freak December 21, 2020, 03:41:01 AM
 Board: M.U.G.E.N Development Help

Scaling strings and angling is rather awkward. Worse when you have a length already. There is code around pointing things at player 2 in the code library although i forget exactly where. After you have the pointing you can do scaling. Its generally easiest to scale in just one direction rather than from a central point.
    

Re: It's stumped me for a while now.

 January 16, 2021, 12:29:57 AM View in topic context
 Posted by Cyanide  in It's stumped me for a while now. (Started by Dj_XLT January 08, 2021, 05:04:18 AM
 Board: M.U.G.E.N Development Help

That is caused by helper(1001), value type triggers without checking numhelper 1st. So anything the looks like say... this

Trigger1 = helper(2), movehit
Needs to become
Trigger1 = numhelper(2)
Trigger1 = helper(2), movehit

The numhelper trigger must be 1st. Looking at that debug you have a bit to fix up. After that we might find out which bit was fatal.
    

Re: Turn off computer button

 January 16, 2021, 12:26:50 AM View in topic context
 Posted by Cyanide  in Turn off computer button (Started by djcools88 January 11, 2021, 07:37:16 AM
 Board: M.U.G.E.N Development Help

If the character has AI of any sort you could simply block that out as an accessable thing. So whatever is done for the player to access just add whatever the ai variable is to lock access to player only.
    

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

 November 06, 2020, 04:13:27 AM View in topic context
 Posted by Cyanide  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

Axis is the plus sign. Thats considered 0,0 in relation to anything from your character. Explods. Helpers. Player 2. Everything.
    

Re: Model Kit Thread (Gunpla, Model Tanks, Tamiya Cars, and more!)

 November 05, 2020, 10:34:16 AM View in topic context
 Posted by Cyanide  in Model Kit Thread (Gunpla, Model Tanks, Tamiya Cars, and more!) (Started by Markpachi February 03, 2016, 06:43:31 PM
 Board: All That's Left

Not gundam but one of my latest pieces of work that im pretty appy with
https://imgur.com/a/pprGpf8

Hmm img tag hates me. Or imgur does which is also possible.

    

Re: Help me with screenpack and 9000,1

 November 05, 2020, 09:47:00 AM View in topic context
 Posted by Cyanide  in Help me with screenpack and 9000,1 (Started by eqeqeqw2 October 31, 2020, 04:38:10 PM
 Board: M.U.G.E.N Development Help

You can simply make that the 9000,1 portrait. Put the by itself version off screen. When its the vs screen you flip it and place the multi character version off screen.

Ie both portrits in one. Make it big enough that one is hidden by positioning.
    

Re: Random KO noises

 November 05, 2020, 09:43:54 AM View in topic context
 Posted by Cyanide  in Random KO noises (Started by Carmell November 02, 2020, 12:31:58 PM
 Board: M.U.G.E.N Development Help

Ko at 11,0 is hardcoded. Use an assertspecial to turn off ko sounds and specify your own on death. In a way 8ts best to use a helper to manage this so it doesn't play more than once.
    

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

 November 05, 2020, 09:42:32 AM View in topic context
 Posted by Cyanide  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

P2dist is from axis. P2bodydist iz from width.

I think with the width sctrl you can specify either or both. So its based on which bit of width you specify.

Haven't messed with localcoord much. As you have to double vels for 640 it makes logical sense you'd double distances too.
    

Re: The Opponent always blocks my special move

 November 05, 2020, 09:40:02 AM View in topic context
 Posted by Cyanide  in The Opponent always blocks my special move (Started by mkfreak89 November 03, 2020, 09:43:08 PM
 Board: M.U.G.E.N Development Help

You can make your move unblockable. You can drastically reduce guarddist on it so 8f you telegraph it the ai is less likely to bl9ck from farther away or you can edit all opponent ai to make block less frequent. Depends what you want to achieve with how the move behaves.
    

Re: Palettes won't change during selection

 October 25, 2020, 10:35:14 PM View in topic context
 Posted by Cyanide  in Palettes won't change during selection (Started by melongod December 26, 2014, 03:53:47 AM
 Board: M.U.G.E.N Development Help

0,0 always sets the palette. You should add it. Shared palette off. Then all character sprites share after that. Good practice to make all your character sprites sequential too rather than char fx char fx setup.
    

Re: In request of a 2nd look.

 October 25, 2020, 10:32:46 PM View in topic context
 Posted by Cyanide  in In request of a 2nd look. (Started by Dj_XLT October 23, 2020, 08:47:48 AM
 Board: M.U.G.E.N Development Help

Think only the 5086 one is a game breaker? Youll need to look in 5086 and see where the math is.

First error needs a numtarget
Aiconfig needs a numhelper trigger
Aihelper has a constant changestate to an invalid state. Someone did something very wrong.
Cyborg needs a numtarget trigger as well.
    

Re: Help with RemoveExplod in state -2

 October 25, 2020, 10:29:06 PM View in topic context
 Posted by Cyanide  in Help with RemoveExplod in state -2 (Started by Nedflandeurse October 25, 2020, 11:54:13 AM
 Board: M.U.G.E.N Development Help

Good plan to specify both postype and pos. I know if you set a bindtime of 0 postype becomes left which can cause issues.

Everything in that code is the same otherwise. Copy paste the working one in. If that doesn't work your state itself has another problem.

Or your removeexplod is triggering.

Out of interest. Why not use removeongethit? That makes explods vanish if your player is hit
    

Re: Detect when a helper leaves the stage bounds?

 October 19, 2020, 12:10:59 PM View in topic context
 Posted by Cyanide  in Detect when a helper leaves the stage bounds? (Started by Ellye October 17, 2020, 10:32:26 AM
 Board: M.U.G.E.N Development Help

Stage or screen? Screen is very easy. Use backedgedist or frontedgedist.

Stage is slightly harder. I can't recall if there is anything that lets you work out if you've left the stage bounds horizontally. You could base it on a timer which ccounts up the further the root is from the helper. Decent basis for will never see again.
    

Re: Superarmor Movetype = H Bug

 October 08, 2020, 04:03:58 AM View in topic context
 Posted by Cyanide  in Superarmor Movetype = H Bug (Started by BoyBoyz October 05, 2020, 08:37:36 AM
 Board: M.U.G.E.N Development Help

Won't take damage in movetype = I
    

Re: Stage bigger than I need

 October 04, 2020, 12:59:25 AM View in topic context
 Posted by Cyanide  in Stage bigger than I need (Started by Fat_cat September 23, 2020, 06:51:38 AM
 Board: M.U.G.E.N Development Help

You mean so the walls on the image are the walls for the stage? Boundaries and edges. You can draw in the boundaries within a def file so people are limited to whatever space is needed.