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.

****
inktrebuchet is Offline
Contact inktrebuchet:

inktrebuchet

Contributor

Messages by inktrebuchet

    

Re: SF3 M.Bison

 September 20, 2023, 10:35:50 PM View in topic context
 Posted by inktrebuchet  in SF3 M.Bison (Started by inktrebuchet February 22, 2017, 08:03:32 PM
 Board: Sprite Projects

All of that is still pretty up in the air..

Got a good chunk finished on his Chip KO, guards and parries done. They just need touchups now.
His air basics are my next goal and they are already started.
*original post/todo list updated
    

Re: [Theme Thread] SNK/KOF Sprite thread

 September 15, 2023, 07:05:56 AM View in topic context
 Posted by inktrebuchet  in [Theme Thread] SNK/KOF Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:53:18 PM
 Board: Graphics

Beautiful work as always on that Iori. I love how he overshoots his standing position and then gets back to it, that adds so much to it. Also that foot shuffle, so good!
    

Re: Why does round 1 intro play at the start of every round?

 August 30, 2023, 09:53:16 PM View in topic context
 Posted by inktrebuchet  in Why does round 1 intro play at the start of every round? (Started by gonespaces August 30, 2023, 08:59:59 PM
 Board: M.U.G.E.N Development Help

And if you don't want to mess with 5900 you can do something like this and save a var or if you still want to use a var you can use randomvarset in 190. I personally prefer to do that because 190 is where intros actually happen not 5900.
* it's also much easier to read code if you only place ";---------" lines only between statedefs.

Code:
;-------------------------------------------------------------------------------
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190, 1] ;Go straight to intro.
type = ChangeState
trigger1 = roundno = 1
trigger1 = Time = 0
value = 191

[State 190, 2] ;Go straight to intro.
type = ChangeState
trigger1 = Time = 0
value = 202
;---------------------------------------------------------------------------
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, “ÁŽêŒø‰Ê]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s4,0

[State 191, ƒXƒe?ƒg•ύX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;-------------------------------------------------------------------------------
[Statedef 202]
type = S
ctrl = 0
anim = 202
velset = 0,0

[State 202, “ÁŽêŒø‰Ê]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 202, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S7,48

[State 202, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S18,21

[State 202, ƒXƒe?ƒg•ύX]
type = ChangeState
trigger1 = animtime = 0
value = 0
    

Re: SF3 M.Bison

 August 23, 2023, 03:07:56 PM View in topic context
 Posted by inktrebuchet  in SF3 M.Bison (Started by inktrebuchet February 22, 2017, 08:03:32 PM
 Board: Sprite Projects

Something's off about the regular standing guard. I don't think his hands should overlap with his body if that makes sense. They should be between him and P2, like the others.
But amazing job as always.
I think I see what you’re saying. I’ll check some of my references and make adjustments.

So other SF3 chars do this pose for mid/blocking. Alex uses this almost exactly the same. Ibuki is also pretty close
https://www.justnopoint.com/zweifuss/
I'd like to see him have a more unique block like Q, but then that's a lot more work.
https://www.justnopoint.com/zweifuss/q/q.htm

Remy has his left arm kinda in the spot Bison has his, but I dont think the block looks good for him. Same for Nero/Twelve's block

PLEASE HIDE AIR BLOCK SPRITES IN THE SFF :P
I went back and forth with some of this myself. In my mind Bison is pretty unique but when I look over his past animations they really aren’t. I know if I was making something like final bison or something more like the animated movies I would do something like this or even a shield of some kind. This is really just going to be a pretty classic bison though.

And he’ll totally have an air block! After looking at other character’s, their air parry is really just a guard animation.

    

Re: M.U.G.E.N Screenshots V3

 August 21, 2023, 05:37:01 PM View in topic context
 Posted by inktrebuchet  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 AM
 Board: M.U.G.E.N Discussion

    

Re: SF3 M.Bison

 August 21, 2023, 04:54:30 PM View in topic context
 Posted by inktrebuchet  in SF3 M.Bison (Started by inktrebuchet February 22, 2017, 08:03:32 PM
 Board: Sprite Projects

Some in progress animations and original post updated.


    

Re: AI Detect Enemy's (Helper) Projectile System

 June 20, 2023, 04:37:39 AM View in topic context
 Posted by inktrebuchet  in AI Detect Enemy's (Helper) Projectile System (Started by inktrebuchet May 17, 2017, 08:30:27 PM
 Board: Code Library

you can paste [state -3, AI Detect Projectile System] anywhere in statedef -3
    

Re: SF3 M.Bison

 April 16, 2023, 11:35:46 PM View in topic context
 Posted by inktrebuchet  in SF3 M.Bison (Started by inktrebuchet February 22, 2017, 08:03:32 PM
 Board: Sprite Projects

Haven't posted in this thread in a while. But I have been chipping away at this project, so here are some fun previews





    

Re: It's been long, whats up?

 February 11, 2023, 05:31:46 PM View in topic context
 Posted by inktrebuchet  in It's been long, whats up? (Started by Vocalnoid February 11, 2023, 05:13:30 PM
 Board: All That's Left

You mean MFG forum isn't as busy as it once was? I think forums in general are slowing down, you should checkout the Discord it is always busy. You can find a link on the main page, right below the navigation bar.

This forum of course is still important since it's a great place for releases, development Help, resource sharing. Pretty much anything that you don't want to get buried in a chat.

I hope all goes well with your mom.
    

Re: Is there a more recent AI coding tutorial/document?

 September 03, 2022, 04:15:29 PM View in topic context
 Posted by inktrebuchet  in Is there a more recent AI coding tutorial/document? (Started by Nocturnis September 02, 2022, 03:03:34 AM
 Board: M.U.G.E.N Development Help

Unfortunately, AI coding is so different from character to character it makes it hard to make tutorials or code snippets that are easy to use.

Moves canceling into or switching states when they shouldn’t be, is definitely a coding error on your end. That can only happen if you triggers/conditions aren’t strict enough.

I recommend using the ailevel trigger for AI detection if you are coding for 1.0, 1.1 or Ikemen. It’s completely reliable where the older var method can have some unwanted results. Ailevel trigger should be on EVERY changestate in statedef -1, so either trigger1 = ailevel or trigger1 = !ailevel for example.

Also, it’s best to copy all of the changestates that aren’t for AI and paste them to convert them to AI changestates in statedef-1, that’s what we mean by separating AI. This also makes it easy to keep the conditions the same for AI as they are for a user. *Charge moves, would need a variable, if you want it to be more like a user.

More advanced stuff would involve preventing the default AI from jumping and walking randomly and writing your own logic for that. That can be tough coming up with when to walk and jump though. Cutting out jumping alone makes even kfm a harder character to fight.


I have some snippets you can find in my signature for AI detecting projectiles, if you are interested in that kind of thing.
    

Re: AI Detect Enemy's (Helper) Projectile System

 June 30, 2022, 05:02:29 PM View in topic context
 Posted by inktrebuchet  in AI Detect Enemy's (Helper) Projectile System (Started by inktrebuchet May 17, 2017, 08:30:27 PM
 Board: Code Library

Unfortunately, that is true. I did put together a separate detection system that will work for projectile sctrl. http://mugenguild.com/forum/msg.2419897

The trigger you posted won't work reliable because people us helpers for attacks on other things besides projectiles and projectile sctrl is used for thing outside of projectiles so that could trigger at times that you wouldn't want it to. Also projectiles sctrl is always owned by the root, even if its called by a helper so the playerid redirect won't work since it points at a helper.

The best case for a projectile in my opinion, is to have the helper use its own hitdef but also call a projectile sctrl with a blank animation, using the helpers  x and y and removing it every tick, no vel needed. This way AI without these systems can still check for a projectile and AI using this system can also check for a projectile easily.


    

Re: [Theme Thread] SNK/KOF Sprite thread

 June 16, 2022, 04:03:54 PM View in topic context
 Posted by inktrebuchet  in [Theme Thread] SNK/KOF Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:53:18 PM
 Board: Graphics

Very awesome! It's good seeing you post here again
    

Re: [No Theme Thread] All Pixels Unite

 May 24, 2022, 03:17:29 PM View in topic context
 Posted by inktrebuchet  in [No Theme Thread] All Pixels Unite (Started by HQ October 02, 2015, 12:53:10 AM
 Board: Graphics

It’s really cool seeing someone try a Clayfighter style! I knew what it was right away
    

Re: Shadow Lady - POTS Style

 May 16, 2022, 05:19:53 PM View in topic context
 Posted by inktrebuchet  in Shadow Lady - POTS Style (Started by ItalianStallion May 16, 2022, 04:03:45 AM
 Board: Edits & Addons 1.0+

    

Re: P1 be on top of its helper (own plataform)

 May 04, 2022, 09:27:20 PM View in topic context
 Posted by inktrebuchet  in P1 be on top of its helper (own plataform) (Started by DG April 23, 2022, 02:59:50 PM
 Board: M.U.G.E.N Development Help

I don't know how far you are on this but I played with some platform stuff in the past and referenced Ban84's creation "Mugen: NES Game 1". It uses a projectile stctrl that can hit P1 or P2, if they are in the correct position to land on the the platform they forced into their standing or landing state. If I remember correctly, just having a character go into state 0 will allow them to stand/walk in the air, as long as the character doesn't have a failsafe that prevents it.

Hopefully this will help some if you are looking for alternatives.
    

Re: Spritesheet Expansion Thread

 February 19, 2022, 05:14:18 AM View in topic context
 Posted by inktrebuchet  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 AM
 Board: Sprite Projects

Ken's SFV stance to SF3
    

Re: [Theme Thread] Street Fighter 3/CPS3 Sprite thread

 February 19, 2022, 05:09:59 AM View in topic context
 Posted by inktrebuchet  in [Theme Thread] Street Fighter 3/CPS3 Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:50:12 PM
 Board: Graphics

Ken's SFV stance to SF3
    

Re: [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread

 January 25, 2022, 04:57:30 AM View in topic context
 Posted by inktrebuchet  in [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:49:06 PM
 Board: Graphics

Blanka looks amazing! Style of Darkstalkers doesn't get enough love.
    

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

 December 27, 2021, 04:56:44 PM View in topic context
 Posted by inktrebuchet  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

AI is an awesome spot for a beginner to start in my opinion. I think the main thing you should focus on is making sure that AI can't do anything that a player wouldn't be able to do. This is easily achieved by making sure you have the right triggers on the AI changestates. Sounds obvious but I still see that mistake.

Using random is really useful and there are a few different ways that people use it with ailevel for scaling the AI. Pots has a cool example of this work really well, if you are looking for an example. Actually this would probably be more useful to checkout https://mugenguild.com/forum/msg.2321829

If you want to get into more advanced AI, you can start thinking about disabling default AI walk, jump since a human player would never do those at random. Coming up with the logic for your own can be really fun.

For me the best AI is the ones that seem really human. Not insanely overpowered or perfect, still makes mistakes but also makes solid choices.

    

Re: SF3 M.Bison

 September 06, 2021, 02:27:04 AM View in topic context
 Posted by inktrebuchet  in SF3 M.Bison (Started by inktrebuchet February 22, 2017, 08:03:32 PM
 Board: Sprite Projects

Just a quick update, I'm still chipping away at this thing. All of his Get Hit animations look like this now. No touchups, no face details, no trim on his top.