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.

**
WastedCoder is Offline
Contact WastedCoder:

WastedCoder

User

Messages by WastedCoder

    

Re: How can I avoid getting into custom states?

 July 30, 2022, 07:16:55 PM View in topic context
 Posted by WastedCoder  in How can I avoid getting into custom states? (Started by Ryon July 15, 2022, 05:18:26 PM
 Board: M.U.G.E.N Development Help

What about making your character invisible while they are in a custom state and spawn a helper? The helper would then be your visuals, and you would apply proper sprites based on physics.
    

Re: How to make my helper's size equal to enemy's?

 July 30, 2022, 10:31:03 AM View in topic context
 Posted by WastedCoder  in How to make my helper's size equal to enemy's? (Started by WastedCoder July 29, 2022, 10:46:22 PM
 Board: M.U.G.E.N Development Help

Thank you! It works perfectly! You really helped me out on this one ^-^

Unless some creators put the wrong data in their characters. But that is not a concern of mine.
    

How to make my helper's size equal to enemy's?

 July 29, 2022, 10:46:22 PM View in topic context
 Posted by WastedCoder  in How to make my helper's size equal to enemy's? (Started by WastedCoder July 29, 2022, 10:46:22 PM
 Board: M.U.G.E.N Development Help

My character has a fire attack.
If that attack finishes the enemy, I want him to turn into a barely standing, burning body. I have that animation, but the thing is, the enemy can be Sonic or Broly, which means, they have different sizes. How do I make it so this helper I spawn instead of enemy be the same size. I need it to adjust the size. I tried using const in size parameters of the helper, but it doesn't seem to be working.  :'(

    

Re: How to detect if the enemy is in the corner/absolute edge of the stage?

 July 16, 2022, 12:48:30 PM View in topic context

Backedgedist was indeed what you wanted. You may want to try with a lower value because 50 is still a bit far from the corner.

Sadly I don't think there's a way to find the actual corner of the stage instead of the corner of the screen, so you can exploit that combo in Simul if your partner is locking the camera. Not a big deal in my opinion.

Yeah, I guess. Just decided to ask, in case I was missing something. I've put 20 and it works fine. Thank you. The main reason for me to make this combo is that the regular one doesn't work properly near the wall, plus I see it as a nice touch ^-^
Not a big deal indeed. Thank you once again. :)
    

How to detect if the enemy is in the corner/absolute edge of the stage?

 July 14, 2022, 03:59:24 PM View in topic context

Hey, guys.
I want a character to have a different kind of combo, when the enemy is at the absolute edge of the stage.
I tried to use backedge trigger for this, but it doesn't seem to be triggering at all. (the char is for mugen 1.1)

This is a changestate:
Spoiler, click to toggle visibilty

I was using backedgedist before, but it appears to be relying on the camera position, which results into the combo being activated when the enemy is in the middle of the stage, but at the edge of the screen. That's not what I am trying to achieve. I suppose I am not using backedge trigger right, but there is not much info in the docs. Any help will be appreciated.
    

Re: Josuke Dorara! Have a problem

 July 09, 2022, 07:02:31 PM View in topic context
 Posted by WastedCoder  in Josuke Dorara! Have a problem  (Started by User_Jewel July 09, 2022, 07:02:25 AM
 Board: M.U.G.E.N Development Help

I would make the first hit, that stand makes, knock your opponent higher in the air, so the barrage has more time to connect with the enemy. If it still doesn't hit, then check the hitflag in the hitdef of the barrage. It should be like this to connect: hitflag = MAF.
Keep in mind that if hitflag is omitted, then it defaults to MAF.
    

Re: How do < and > work in Mugen exactly?

 June 14, 2022, 06:33:57 PM View in topic context
 Posted by WastedCoder  in How do < and > work in Mugen exactly? (Started by WastedCoder June 13, 2022, 02:02:14 PM
 Board: M.U.G.E.N Development Help

I'm just going to chime in real quick comment.

From my experience, I occasionally ran into bugs when float and int values were not handled properly.

Velocity is a float, so you should always try to make the values express as floats.

ex: Vel y > -5.0
trigger1 = cond(enemynear, vel y < 0.0, (p2bodydist y = [-85,10]), (p2bodydist y = [-33,10]))

You probably don't have any bugs with your examples.
There's just certain combinations of triggers/parameters that will not process correctly unless the values are expressed properly... and it will drive you insane trying to figure out what the heck is causing this bug?!

So, it's just a good habit to get into.

I'm always grateful to get these useful bits of information from much more experienced people. Thank you ^^
    

Re: How do < and > work in Mugen exactly?

 June 14, 2022, 08:28:47 AM View in topic context
 Posted by WastedCoder  in How do < and > work in Mugen exactly? (Started by WastedCoder June 13, 2022, 02:02:14 PM
 Board: M.U.G.E.N Development Help

Yes. The operators works the same as one would expect in maths.  So you are right in that y >-5 means -4,-3,-2,-1,0,1,2,etc..
Negative velocities are in the upward directions.  Keep in mind though that velocity is a vector so, vel= -4 is greater than vel= -2 but numerically, -4 is less than -2. Operators such as < and > only look at the numeric value.

Also, You code looks like it's to intercept p2 while you are in the air regardless of whether p2 is on the ground or in the air.  It's all good if that's what you want but you'll have to re-state the range if you want it to trigger only when p2 is exclusively in the air.

I got it, thank you! ^-^
    

How do < and > work in Mugen exactly?

 June 13, 2022, 02:02:14 PM View in topic context
 Posted by WastedCoder  in How do < and > work in Mugen exactly? (Started by WastedCoder June 13, 2022, 02:02:14 PM
 Board: M.U.G.E.N Development Help

Code:
trigger1 = cond(enemynear, vel y < 0, (p2bodydist y = [-85,10]), (p2bodydist y = [-33,10]))

I have this piece of code put in the AI. I want it to be able to catch the opponent midair. I wonder if I am using the right condition for this.

I feel like I am not aware how < and > work in Mugen.

Does
Code:
Vel y > -5
mean -4, -3,-2 and so on, like in mathematics, or is it -6, -7, -8? It may sound like a stupid question, 'cause it is, but I wouldn't mind hearing the answer to that just to make sure.

And if you possibly have a better way to keep the track of opponent while his is midair I would be grateful. Because the higher is the opponent, the bigger speed he will have before landing. At first, his y velocity is -1, then -2, -3, -4 and so on.  [/size]
    

Re: Ryu and Ken by Beterhans

 May 03, 2022, 06:03:17 PM View in topic context
 Posted by WastedCoder  in Ryu and Ken by Beterhans (Started by WastedCoder April 11, 2022, 03:22:17 PM
 Board: Requests

P. S. I forgot to tell that I've got the chars, so this one is solved. Thank you for your time. And no, I didn't pay for them.
    

Re: Ryu and Ken by Beterhans

 May 03, 2022, 08:54:25 AM View in topic context
 Posted by WastedCoder  in Ryu and Ken by Beterhans (Started by WastedCoder April 11, 2022, 03:22:17 PM
 Board: Requests

I agree. My way is simple here. If we were given Mugen for free, we are to release our creations for free.
    

Re: Ryu and Ken by Beterhans

 April 29, 2022, 08:49:33 AM View in topic context
 Posted by WastedCoder  in Ryu and Ken by Beterhans (Started by WastedCoder April 11, 2022, 03:22:17 PM
 Board: Requests

That feeling when people make money off of your work while you yourself didn't. I guess some things never change.

That's sad. Though I never bought Mugen stuff and am not going to :D
I'm fine with having fun playing free stuff, which is sometimes much better ^^
You have chosen the way of making cool stuff for free, and I respect that. That is for what you are being loved and known!
    

Re: Ryu and Ken by Beterhans

 April 28, 2022, 04:49:38 PM View in topic context
 Posted by WastedCoder  in Ryu and Ken by Beterhans (Started by WastedCoder April 11, 2022, 03:22:17 PM
 Board: Requests

Got it. Thanks for letting me know ^-^
    

Ryu and Ken by Beterhans

 April 11, 2022, 03:22:17 PM View in topic context
 Posted by WastedCoder  in Ryu and Ken by Beterhans (Started by WastedCoder April 11, 2022, 03:22:17 PM
 Board: Requests

I can't find a working link to these two brilliant characters. If you happen to have them, please, send me a mega/mediafire link, thanks ^-^
    

Re: How to teach the AI use this specific move properly?

 April 03, 2022, 01:39:47 PM View in topic context
 Posted by WastedCoder  in How to teach the AI use this specific move properly? (Started by WastedCoder April 01, 2022, 01:32:29 PM
 Board: M.U.G.E.N Development Help

What are the vels of your projectiles?

You should be able to just factor them together for a ratio…  for instance if the vel is x=10 y=10 then you’ll want this to tigger when the enemy’s pos x/y = 1…. because regardless of their distance this ratio will be in target.

You could have a tolerance like enemy,pos x/enemy,pos y = [0.9,1.1] or something.  I’m wayyy out of practice

Edit, another example… assuming a variation of your projectile has a velocity of x=10 y=3 (10/3=3.33)
triggerall=enemy,pos x/enemy,pos y = [3.0 , 3.6]

Maybe add something else along the lines of
trigger1= enemy,pos x/enemy,pos y >= 3.3
trigger1= enemy,vel x >= 0
trigger2= enemy,pos x/enemy,pos y < 3.3
trigger2= enemy,vel x < 0

Oh, it works a bit differently than that. I should have specified this, sorry. It's a laser beam which hits the place it has been fired to immediately and disappears fast. It has no vel x and y, it just has an angledraw and a hitbox assigned to the animation of the laser, but I still am grateful for the piece of advice you've given. I will remember that for my future works.

I like your first reply, I am going to make it that way. Thank you so much, again :D
I will mark this as 'solved'
    

Re: How to teach the AI use this specific move properly?

 April 02, 2022, 10:07:35 AM View in topic context
 Posted by WastedCoder  in How to teach the AI use this specific move properly? (Started by WastedCoder April 01, 2022, 01:32:29 PM
 Board: M.U.G.E.N Development Help

Wow! Thank you for such a big reply.
My main goal's to make the AI use this move when it's certain to hit the target. I already have a set of triggers for the jump he uses, I don't want him to jump purposely to use this move, but to use this move just when it's certain to hit.

I want to find the way for him to calculate if the projectile can hit the target or not, not to waste a meter, because it takes 1500 power, half of the max amount. He often misses it, so I wonder if there is a way to teach the AI to see that trajectory, like any human can just 'imagine' where it's going to fly to use it in a right moment.

Now that I think of it, maybe I can use a helper or something, and when this helper or maybe explod is on the enemy, then he uses this move... Hm...

I'll study what you've sent me, thank you so much, I love the fact you made all of this just for the sake of your character looking at the enemy, this is so cute ^^
    

How to teach the AI use this specific move properly?

 April 01, 2022, 01:32:29 PM View in topic context
 Posted by WastedCoder  in How to teach the AI use this specific move properly? (Started by WastedCoder April 01, 2022, 01:32:29 PM
 Board: M.U.G.E.N Development Help

Hello, everyone.

A character I have has a special move, where he, while in the air, shoots a projectile, which flies diagonally. The higher is the character in the air, the further is the reach of a projectile, then the lower he is in the air, the shorter is the reach. How do I teach the AI to use it properly? I've been trying to come up with some kind of formula using p2bodydist x and p2bodydist y, but I failed to create something universal that will make it use it properly. If you have any ideas, examples and/or triggers I should use for such a move, please, let me know!
    

Re: Is there a way to delay opponent's intro?

 February 05, 2022, 03:27:48 PM View in topic context
 Posted by WastedCoder  in Is there a way to delay opponent's intro? (Started by WastedCoder February 04, 2022, 03:19:35 PM
 Board: M.U.G.E.N Development Help

All characters use state 5900 to initialize the start of a round.
Try messing around with that if you want to experiment. Try using Pause or SuperPause to have your desired effect.

Thank you, I will give it a try :D
    

Is there a way to delay opponent's intro?

 February 04, 2022, 03:19:35 PM View in topic context
 Posted by WastedCoder  in Is there a way to delay opponent's intro? (Started by WastedCoder February 04, 2022, 03:19:35 PM
 Board: M.U.G.E.N Development Help

I want my character's intro to always play first and then let the enemy play his/her intro. Is this possible?
    

Re: Turning safe mode off breaks the character

 January 31, 2022, 12:27:58 PM View in topic context
 Posted by WastedCoder  in Turning safe mode off breaks the character (Started by WastedCoder January 29, 2022, 07:24:59 PM
 Board: M.U.G.E.N Development Help

Safemode uses a lower OpenGL instruction set, disables hardware scaling, and probably some other things that I can't think of.

I can't think of a good reason for a character to require safemode.  Seems that this would indicate a problem with the OpenGL driver.  Unfortunately, this is a common occurrence with modern Windows.

Thanks. Yeah, I guess, it cannot be helped. Maybe some bugs inside the char are causing inconsistencies.