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inktrebuchet

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Messages by inktrebuchet

    

Re: Voice A.I Characters Patch Sound Files Released

 January 01, 2024, 09:15:01 pm View in topic context
 Posted by inktrebuchet  in Voice A.I Characters Patch Sound Files Released (Started by JolarValenflower December 24, 2023, 01:26:24 pm
 Board: Resource Releases

I’m sorry but using AI voices is just ethically and morally wrong in so many ways.
I think you should keep this type of content for you only.
Spoiler, click to toggle visibilty
Tornillo is right. You should have kept this to yourself instead of posting it here.
I agree, AI is hurting artists enough as it is.
Hence why I’m trying to get OG voices in for my Mugen projects to highlight great talent. AI shouldn’t meddle in the creative arts imho.

Maybe you guys should think about keeping comments like this to yourself. This person is trying to add to the community in an area that really needs it. No one really cares how you feel about it.

Imagine if someone comes into any other release thread and tried to discourage someone from moving forward. Be constructive or don't bother commenting.

    

Re: Round Shadows based on SF3

 November 30, 2023, 04:25:38 am View in topic context
 Posted by inktrebuchet  in Round Shadows based on SF3 (Started by inktrebuchet November 26, 2023, 09:16:18 pm
 Board: Code Library

Gave this another update.

I realized this should use explods so the option of using animations from fightfx.air would be there. This would make it a lot easier to add to the whole roster and not need to add sprites and animations to each character. A blank animation will need to be added to every character that uses this.

All the old versions are still available to checkout at the bottom of the original post.
    

Re: Help making screenpack use OpenGL

 November 29, 2023, 05:05:21 pm View in topic context
 Posted by inktrebuchet  in Help making screenpack use OpenGL (Started by Soul_Of_S'Wit November 29, 2023, 02:41:34 am
 Board: M.U.G.E.N Configuration Help

Hopefully you find a solution to this. I ran into a similar problem years ago.

The only way I could get mine to work the way I wanted was pressing Alt+enter when fullscreen wasn’t set in the config file. This makes mugen fullscreen but in a different way than what the fullscreen setting does. Pretty frustrating, I’m curious if that will work for yours also.
    

Re: Round Shadows based on SF3

 November 28, 2023, 03:05:54 am View in topic context
 Posted by inktrebuchet  in Round Shadows based on SF3 (Started by inktrebuchet November 26, 2023, 09:16:18 pm
 Board: Code Library

These have been updated to work with 1.1b stages that have zoom. Changes to how explods work in 1.1b made it impossible to keep them as explods, mainly because explods are updated after pos y and vel y so they wouldn't be in the correct spot. Correcting that was no problem but the explod being in -2 caused the shadows to jump for one tick..

These helper version work perfectly now!
    

Round Shadows based on SF3

 November 26, 2023, 09:16:18 pm View in topic context
 Posted by inktrebuchet  in Round Shadows based on SF3 (Started by inktrebuchet November 26, 2023, 09:16:18 pm
 Board: Code Library

I've put together several options for round shadows that mimic Street Fighter 3's round shadows. These were all designed to be simple copy paste use, for perfect conversion you would probably want to reference a sprite table and not a universal math formula since some of the characters in SF3 don't stick to the same rules as others.

* Two other versions that use M.U.G.E.N's actual shadow mechanics will be posted here soon.



Download SF3 Shadows. I have each one set as their own animation starting at 8530 with time set to -1 for each in the air file. Pick the version you like and paste it in you characters. This code now uses explods so you can use fightfx.air now!

This goes in the characters Air file
*If you don't have a blank animation already
Code:
; Blank
[Begin Action 9741]
-1,0, 0,0, -1

This goes in [statedef -2] for players and in helpers for projectiles
*for projectiles, AssertSpecial noshadow will need to be in every projectile state.
Code:
[state -2, shadow] 
type = helper
trigger1 = !numhelper(33333399+ID)
name = "shadow"
ID = 33333399+ID
stateno = 33333399
postype = p1
ownpal = 1
keyctrl = 0
supermovetime = 2147483647
pausemovetime = 2147483647
ignorehitpause = 1
[State shadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

Your pick goes in CNS or data/common1.cns
Version 1 | Scale based round shadows
[Not how it’s actually done in sf3, this has smoother size transitions and only uses one sprite(8.png in the shadows download). There are some options in the 'scale' parameter of angledraw. You can use it as default and the shadow's size will be calculated based on the width in the character's constant or you can adjust your base shadow size manually. ]
Code:
;=========================================================================
;Scale based round shadows by Inktrebuchet
;=========================================================================
[Statedef 33333399]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 9741 ; Blank Animation

[State 33333399, 1]
type = BindToParent
trigger1 = PlayerIdExist(parent,ID)
time = 1
facing = 1
pos =0,-Parent,Pos Y
ignorehitpause = 1

[State 33333399, 2]
type = RemoveExplod
trigger1 = 1
ignorehitpause = 1

[State 33333399, 3];Shadow for player
type = Explod
trigger1 = Time ;This is to correct a 1 frame delay in shadow pos when helper is first spawned
trigger1 = NumExplod(8530) = 0
trigger1 = PlayerIdExist(Parent,ID)
trigger1 = !Parent,IsHelper
id = 8530
anim = 8530
postype = p1
pos = 0,0
;scale = (.47 - (((.47/(96/cond(abs(Parent,Pos Y)+.0001 < 96, abs(Parent,pos Y)+.00001, 96)))))) + .6 + (.0) * Const(size.xscale), (.3 - ( ( (.3/(96/cond(abs(Parent,Pos Y)+.0001 < 96, abs(Parent,Pos Y)+.00001, 96)))))) + .8 + (.0) * Const(size.yscale) ;The last float number in () is to adjust base shadow size. This number should be the same for x and y. 
scale = ((.47 - (((.47/(96/cond(abs(Parent,Pos Y)+.0001 < 96, abs(Parent,pos Y)+.00001, 96)))))) + .6 )/(100.0/(Parent,Const(size.ground.back) + Parent,Const(size.ground.front))) * 2 * Const(size.xscale) ,  ((.3 - ( ( (.3/(96/cond(abs(Parent,Pos Y)+.0001 < 96, abs(Parent,Pos Y)+.00001, 96)))))) + .8)/(100.0/(Parent,Const(size.ground.back) + Parent,Const(size.ground.front))) * 2 * Const(size.yscale) ;Bases shadow size on character width
trans = addalpha
alpha =  128,128
removetime = -1
sprpriority = -4
ignorehitpause = 1

[State 33333399, 4];Shadow for projectile
type = Explod
trigger1 = Time ;This is to correct a 1 frame delay in shadow pos when helper is first spawned
trigger1 = NumExplod(8531) = 0
trigger1 = PlayerIdExist(Parent,ID)
trigger1 = Parent,IsHelper
id = 8530
anim = 8530
postype = p1
pos = 0,0
scale = (.47 - (((.47/(96/cond(abs(Parent,pos y)+.0001 < 96, abs(Parent,Pos Y)+.00001, 96)))))) + .6 + (-.3) * Const(size.xscale), (.3 - ( ( (.3/(96/cond(abs(Parent,Pos Y)+.0001 < 96, abs(Parent,Pos Y)+.00001, 96)))))) + .8 + (-.3) * Const(size.yscale) ;The last float number in () is to adjust base shadow size. This number should be the same for x and y. 
trans = addalpha
alpha =  128,128
removetime = -1
sprpriority = -4
ignorehitpause = 1

[State 33333399, 5] ;*This may need to be adjusted for some projectiles
type = RemoveExplod
trigger1 = !PlayerIdExist(parent,ID)
trigger2 = PlayerIdExist(parent,ID)
trigger2 = Parent, IsHelper
trigger2 = Parent, MoveContact
trigger2 = Parent, Movetype != A
ignorehitpause = 1

[State 33333399, 6]
type = DestroySelf
trigger1 = Time
trigger1 = !NumExplod(8530)
ignorehitpause = 1

;----------------------------

Version 2 | Sprite based round shadows
[This is the more accurate to sf3 version to use. Base shadow sprite can be changed in the 'anim' parameter of changeanim. ]
Code:
;=========================================================================
;Sprite based round shadows by Inktrebuchet
;=========================================================================
[Statedef 33333399]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0, 0
anim = 9741 ; Blank Animation

[State 33333399, 1]
type = BindToParent
trigger1 = PlayerIdExist(parent,ID)
time = 1
facing = 1
pos =0,-Parent,Pos Y
ignorehitpause = 1

[State 33333399, 2]
type = RemoveExplod
trigger1 = 1
ignorehitpause = 1

[State 33333399, 3];Shadow for projectile
type = Explod
trigger1 = Time ;This is to correct a 1 frame delay in shadow pos when helper is first spawned
trigger1 = NumExplod(8531) = 0
trigger1 = PlayerIdExist(Parent,ID)
trigger1 = !Parent,IsHelper
id = 8530
anim = 8530 + ceil(cond(abs(Parent,pos y) < 96, abs(Parent,pos y +.00001), 96) / 12)  + (7) ;The last number in () is to adjust base shadow size.
scale = Const(size.xscale), Const(size.yscale)
postype = p1
pos = 0,0
trans = addalpha
alpha =  128,128
shadow = -1
removetime = -1
sprpriority = -4
ignorehitpause = 1

[State 33333399, 4];Shadow for projectile
type = Explod
trigger1 = Time ;This is to correct a 1 frame delay in shadow pos when helper is first spawned
trigger1 = NumExplod(8531) = 0
trigger1 = PlayerIdExist(Parent,ID)
trigger1 = Parent,IsHelper
id = 8530
anim = 8550 ;Projectiles only have one shadow size in sf3
scale = Const(size.xscale), Const(size.yscale)
postype = p1
pos = 0,0
trans = addalpha
alpha =  128,128
shadow = -1
removetime = -1
sprpriority = -4
ignorehitpause = 1

[State 33333399, 5] ;*This may need to be adjusted for some projectiles
type = RemoveExplod
trigger1 = !PlayerIdExist(parent,ID)
trigger2 = PlayerIdExist(parent,ID)
trigger2 = Parent, IsHelper
trigger2 = Parent, MoveContact
trigger2 = Parent, Movetype != A
ignorehitpause = 1

[state 33333399, 6]
type = DestroySelf
trigger1 = Time
trigger1 = !NumExplod(8530)
ignorehitpause = 1

;----------------------------



Old versions you shouldn't care about because compatibility is important:
Spoiler: helper based, compatible with 1.1b stages but can't use fight.sff sprites so harder to add to all characters (click to see content)
Spoiler: no helper, only explod. no projectile support and not compatible with 1.1b stages with zoom! (click to see content)
    

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

 November 24, 2023, 04:29:59 pm 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

She looks really nice! Great work as always
    

Re: Assorted AI-generated stages

 October 29, 2023, 08:06:08 pm View in topic context
 Posted by inktrebuchet  in Assorted AI-generated stages (Started by PotS October 28, 2023, 11:38:12 am
 Board: Your Releases, 1.0+

Wow, these do look really nice! Thanks for putting these together.

It's always nice to see new stages.
    

Re: SF3 M.Bison

 October 06, 2023, 10:04:12 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

Thanks! I definitely need to take another look at that one. I know the timing is off but it does seem like it needs more.
    

Re: SF3 M.Bison

 October 06, 2023, 08:41:06 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

A big update to my progress/todo list has been added to my original post. The remaining animations are listed and in progress now. On the list I've also included what game they will be referenced from and the commands used in those game but that more of a reference for me.

And some fun things in progress to look at:
*The timing hasn't been adjusted on these. They are all rough animations right now



    

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•ÏX]
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•ÏX]
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 Mintloid 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.