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Cyanide

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Messages by Cyanide

    

Re: difficulty levels

 April 11, 2021, 11:28:44 AM View in topic context
 Posted by Cyanide  in difficulty levels (Started by Wou Mugen April 10, 2021, 06:44:03 AM
 Board: M.U.G.E.N Development Help

Would hope so. If the character has no inbuilt ai it affects how often default mugen button mashes.
    

Re: Animation is ok in the fighter factory but looks weird in the game.

 April 10, 2021, 04:15:08 AM View in topic context
 Posted by Cyanide  in Animation is ok in the fighter factory but looks weird in the game. (Started by Redben April 09, 2021, 11:07:39 AM
 Board: M.U.G.E.N Development Help

So the way it ought to work is if you add a sprite with shared pallete off any sprite added directly after that one should share palette with it. However some people mess that up and if its an old character mcm 2.0 guaranteed to make it awful.

You ought to be able to fix it by turning OFF shared palette for all the FX rather than turning it on.
    

Re: using P2 head position as a pos add

 April 10, 2021, 04:12:29 AM View in topic context
 Posted by Cyanide  in using P2 head position as a pos add (Started by Nedflandeurse April 08, 2021, 07:20:01 PM
 Board: M.U.G.E.N Development Help

Use ID on the hitdef. You can then use

Target(ID), redirection
Or was it targetid(id) i forget. Anyway. No chance of oops using that cos simul is horrible.
    

Re: using P2 head position as a pos add

 April 09, 2021, 07:28:31 AM View in topic context
 Posted by Cyanide  in using P2 head position as a pos add (Started by Nedflandeurse April 08, 2021, 07:20:01 PM
 Board: M.U.G.E.N Development Help

Thats right. If youve already hit them target or a targetID is an even more reliable method of going to the right opponent
    

Re: Projectile/Hitdef Help

 April 09, 2021, 06:38:15 AM View in topic context
 Posted by Cyanide  in Projectile/Hitdef Help (Started by Phonej April 07, 2021, 05:49:35 AM
 Board: M.U.G.E.N Development Help

Are you actually using a projectile sctrl? Projectiles still use pausetime. You want to reduce ghat value for the projectile to make sure the animation continues. Use projmisstime to split up the hits. Use projhits to limit it to 5 hits. Do all the normal hitdef stuff so it pushes right. If you don't give it a velocity it will remain in place.
    

Re: Riping sprites from png file

 April 06, 2021, 01:53:50 PM View in topic context
 Posted by Cyanide  in Riping sprites from png file (Started by Ichida April 01, 2021, 11:20:44 AM
 Board: M.U.G.E.N Development Help

No i get that. But what are they from? I want a guide for what they should look like in game so i can provide any advice for how you should put them in mugen.
    

Re: Riping sprites from png file

 April 04, 2021, 01:03:05 AM View in topic context
 Posted by Cyanide  in Riping sprites from png file (Started by Ichida April 01, 2021, 11:20:44 AM
 Board: M.U.G.E.N Development Help

Can we see those in the source game? They look a bit unusual for fx
    

Re: Sprite transparency

 April 04, 2021, 12:51:19 AM View in topic context
 Posted by Cyanide  in Sprite transparency (Started by Phonej April 03, 2021, 12:59:46 AM
 Board: M.U.G.E.N Development Help

Wrong colour bg for making that particular effect look pretty in mugen. You need black tbh so the transparency stuff actually goes see through round the detail. Right now your effect will retain a green tinge around it even with trans = add in play.

Any mugen sprite not using alpha transparency needs a 256 colour palette. Colour 0 which is top left or bottom right depending on application will be your invisible colour. Most of the time if the image has pure black that tends to be 0 by default which is good for your purposes. All you have to do is add it to the file with shared palette turned off and you're good.
    

Re: Adding blue boxes to a char leads to error and game crashing.

 April 01, 2021, 09:15:08 AM View in topic context
 Posted by Cyanide  in Adding blue boxes to a char leads to error and game crashing. (Started by Redben March 26, 2021, 10:19:12 PM
 Board: M.U.G.E.N Development Help

Not to stop you but check out the air.html in the docs folder. Less is more with clsns. Going accurate is detrimental to gameplay.
    

Re: Stage Preview on Select Screen

 March 30, 2021, 10:16:58 AM View in topic context
 Posted by Cyanide  in Stage Preview on Select Screen (Started by DS March 30, 2021, 08:33:08 AM
 Board: M.U.G.E.N Development Help

Only via creating your own frontend. That way you can reference whatever you like as the match is called via command line letting you specify characters and stage. Otherwise font is as good as you get in normal mugen.
    

Re: A couple questions

 March 29, 2021, 04:04:12 AM View in topic context
 Posted by Cyanide  in A couple questions (Started by SPzero65 March 22, 2021, 10:08:08 PM
 Board: M.U.G.E.N Development Help

Irc hitdef has a misstime parameter. Check the docs for that. Otherwise you can do

Time > number
Persistent = 5

And the attack will hit every 5 ticks

Or trigger1 = time%5 = 5
Which will hit every 5 ticks after tick 5.

Last one i forget how loopstart behaves with hitdefs. Hitdefs are one of the weirder sctrls in that you can activate them early and they stay active till they hit.
    

Re: Adding blue boxes to a char leads to error and game crashing.

 March 29, 2021, 03:59:31 AM View in topic context
 Posted by Cyanide  in Adding blue boxes to a char leads to error and game crashing. (Started by Redben March 26, 2021, 10:19:12 PM
 Board: M.U.G.E.N Development Help

No. There is an error in anim 221. View it in text and paste all of it here
    

Re: "Z" Standard Punch Leading To Multiple Hits

 March 29, 2021, 03:53:39 AM View in topic context
 Posted by Cyanide  in "Z" Standard Punch Leading To Multiple Hits (Started by All-Star Platinum March 28, 2021, 10:36:07 PM
 Board: M.U.G.E.N Development Help

You can set up a mash command and have that trigger to break out of the light punch. Allowing it to happen within its own state as well allows you to keep it going.

Command = a,a,a,a
Time = 5
For example should net mashing the button. Use that in your changestates and you ought to get something. If you do use a variable its to limit the number of times you can use the attack in a row.
    

Re: Basic juggle system to get me started

 March 19, 2021, 09:23:14 AM View in topic context
 Posted by Cyanide  in Basic juggle system to get me started (Started by Zer0degreez March 04, 2021, 04:17:59 AM
 Board: M.U.G.E.N Development Help

If you define attacks as 0 juggle points in the cns or even set the constants value to something high you'll combo without any limits. Thats the easiest option. If you want limits in play your 1st step is working out what those limits are and how they should act.
    

Re: Is it possible to make a char immune to guard break/crush? If so, how?

 March 19, 2021, 09:07:06 AM View in topic context
 Posted by Cyanide  in Is it possible to make a char immune to guard break/crush? If so, how? (Started by Redben March 14, 2021, 06:26:11 PM
 Board: M.U.G.E.N Development Help

Custom state detection. If someone inrlicts guardcrush you will most likely be in a custom state. You can set yourself up to break the guardcrush state if your state doesn't match a variable and your prevstateno was any of the guard states.

I think custom state detection is in the code library
    

Re: A few questions about what defines a compilation or fullgame

 February 25, 2021, 06:45:30 AM View in topic context
 Posted by Cyanide  in A few questions about what defines a compilation or fullgame (Started by NecusX February 20, 2021, 06:01:50 PM
 Board: M.U.G.E.N Discussion

Sprite styling also becomes important. So same style portraits. If even one character has quotes they al should. They share hitsparks. They share hit sounds and any super activation fx/sounds. The system needs to be the same across the board.

The only thing that can be different is the characters and what moves they have. Normally the sprite style should be the same too. Like don't mix VS with kof with garou. But thats not totally set in stone. Just preferable.

Basic mechanics must match. Common fx and sounds must match. Systems must match. If any of those are left out I'd be leaning towards compilation still.
    

Re: Projhit anim scaling with projectile

 February 17, 2021, 09:05:09 AM View in topic context
 Posted by Cyanide  in Projhit anim scaling with projectile (Started by SPzero65 February 15, 2021, 11:21:17 PM
 Board: M.U.G.E.N Development Help

Projectiles are super limited sometimes. Youll want to convert to helper to sort this out.
    

Re: Corona virus...where do you live and how have your life changed

 February 11, 2021, 10:23:50 AM View in topic context
 Posted by Cyanide  in Corona virus...where do you live and how have your life changed  (Started by Cong Fu Man March 13, 2020, 01:36:56 AM
 Board: All That's Left

NZ has almost completely normalised. Quarantine at the border catches most of it. Some slips through but we're pretty dispersed so the slips are not super serious although we'd prefer there were none.

Right now the biggest issue is the annoyance at people riding the govt. They come in 2 flavours of stupid. Open the borders we need tourism money and close the borders to stop all the slips

Make up your stupid minds. Govt is doing the best possible with human stupidity in the way at every turn.
    

Re: Need help diagnosing and fixing this attack.

 February 04, 2021, 10:41:55 AM View in topic context
 Posted by Cyanide  in Need help diagnosing and fixing this attack. (Started by DNZRX768 January 01, 2021, 05:59:05 PM
 Board: M.U.G.E.N Development Help

Chuck an "out" into 4100

Type = changestate
Trigger1 = roundstate != 2
Value = 50

Its getting stuck because the variable in use isn't putting it into another move. Am guessing a bit that var 25 is set to 0 again elsewhere.
    

Re: Special move issue

 January 27, 2021, 05:42:30 AM View in topic context
 Posted by Cyanide  in Special move issue (Started by mugenfan89 January 25, 2021, 04:48:20 PM
 Board: M.U.G.E.N Development Help

Just take the y parts out of the velset if you want him on the ground. Y means up and down from a velocity point of view. Don't want up? Don't do up.