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beterhans

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Messages by beterhans

    

Re: capture video and sound

 September 20, 2020, 03:07:39 PM View in topic context
 Posted by beterhans  in capture video and sound (Started by Nedflandeurse September 16, 2020, 04:39:50 PM
 Board: Off-Topic Help

OBS is the thing you need
and it's opensource! all platfrom Mac WIN Linux
    

Re: Best way to get ID from player who put you in Custom State?

 September 20, 2020, 06:05:43 AM View in topic context
 Posted by beterhans  in Best way to get ID from player who put you in Custom State? (Started by airforce111 September 18, 2020, 10:10:30 PM
 Board: M.U.G.E.N Development Help

Say you want to detect when the player who put you in a custom state is in a certain state in simul mode. Whats the best way the player put in the custom state get an ID from that specific player?

I don't think there is a way to get the ID of the attacker.
unless the attacker use a way to tell the recever.

especially when the attacker is a helper.
    

Re: [Dengeki Bunko FCI] SHIRAI Kuroko (Open for Palette submition)

 September 18, 2020, 03:57:07 PM View in topic context
 Posted by beterhans  in [Dengeki Bunko FCI] SHIRAI Kuroko (Open for Palette submition) (Started by beterhans July 05, 2020, 08:22:15 AM
 Board: Projects

looks like nobody submit anything... have to do it by myself
some cosplay pallette now there are 12 of them



    

Re: STREET FIGHTER JAPAN & USA STAGE PACKS

 September 07, 2020, 04:51:14 PM View in topic context
 Posted by beterhans  in STREET FIGHTER JAPAN & USA STAGE PACKS (Started by 00megaturb00 September 06, 2020, 07:33:05 AM
 Board: Your Releases, 1.0+

looks awesome!
trying
    

Re: [Dengeki Bunko FCI] SHIRAI Kuroko (Open for Palette submission)

 September 07, 2020, 10:29:42 AM View in topic context
 Posted by beterhans  in [Dengeki Bunko FCI] SHIRAI Kuroko (Open for Palette submition) (Started by beterhans July 05, 2020, 08:22:15 AM
 Board: Projects

    

Re: [Dengeki Bunko FCI] an very Accurate SHIRAI Kuroko port (AI 80% Completion)

 September 05, 2020, 06:12:32 PM View in topic context
 Posted by beterhans  in [Dengeki Bunko FCI] SHIRAI Kuroko (Open for Palette submition) (Started by beterhans July 05, 2020, 08:22:15 AM
 Board: Projects

Update on AI 80%
    

Re: How to apply scaling to an already coded AI

 September 04, 2020, 11:52:18 AM View in topic context
 Posted by beterhans  in How to apply scaling to an already coded AI (Started by QuickFist September 03, 2020, 03:17:57 AM
 Board: M.U.G.E.N Development Help

Hi
A character is impossible to beat usually is not because there AI is great but their move is too cheap.

what you need to do is make them fight fairly.
remove the invincible time for normal and specials
make hitbox fair
stop it recover from being hit will reduce the difficultly.

usually not AI is too good.
    

Re: Character of the Month: July 2020 Voting

 August 28, 2020, 04:58:39 PM View in topic context
 Posted by beterhans  in Character of the Month: July 2020 Voting (Started by 【MFG】gui0007 August 27, 2020, 03:54:45 PM
 Board: Contributions of the Month

Terry XIII by Vyn
Vega/Balrog (Claw) by Fausto




    

Re: Beam struggle collision

 August 23, 2020, 06:35:51 PM View in topic context
 Posted by beterhans  in Beam struggle collision (Started by DJMouF August 22, 2020, 01:59:19 AM
 Board: M.U.G.E.N Development Help

I've been looking at codes from chars that has beam/projectile struggle codes and it's way more difficult than I thought. If you know anyone who'd like to help with this give me a holler. Or anyone who knows how to make the code simple as possible. Or is it possible to add this code to Pots style characters projectile codes?


Wow Wow Wow
Now you want to take it on right?

I have this thought long time ago. but too lazy to code it. since..... Im coding my Misaka and Kuroro.....
this is not just code, this is a framework of a standard.

let me explain what my though

----- a standard that both side need to follow ---
1. P1 move Start
P1 Setup a var with a strange number or set certain bit of the var to 1
3 bits is needed, 1 bit shows this is a Beam struggle , 1 bit shows now P2 can challenge or not. 1 bit shows sync complete start to perform the show
(P1 do the pre-fire movie..... and wait for P2 to challenge)

3. if P1 didn't detect p2 comes up a challenge move with correct var bits are been set, P1 fire beam as normal.....
4. if P1 detect p2 in attack mode and correct var is been set, P1 will stop and wait for P2 to start perform pre-fire movie...
5. after both side did the pre-fire movies... both side set var and 3 bits to 1 means sync complete. and start to struggle show.
6. P1 will create a bean collision center helper to pan left and right based on P1 P2's input. and the ID of the helper will stored in P1's another var
7. the center helper will have a var to tell who wins. both side will monitor the result.
8 based on the result P1 or P2 side play win movie.... and winning side create another inviisable beam helper to do the damage.



    

Re: Resyncing Movement Velocities after resizing

 August 22, 2020, 03:06:45 AM View in topic context
 Posted by beterhans  in Resyncing Movement Velocities after resizing (Started by Carmell August 21, 2020, 05:17:20 PM
 Board: M.U.G.E.N Development Help

I've changed the scale from .5 to 1 and also Ive changed the character's normal resolution to localcoord = 1280,720


This sets everything out of whack.



Is there a mathematical formula I can use to correct the character to feel spot on like it's old self or do I have to just tinker until I get close as I can which is what I did last time around?
for localcoord is kinda fixed, if you make a character under certain localcoord it should not be changed. if changed, BG element may out of place of the screen.

for size scale
you'll need to think this issue from very beginning when making a character
every pos and velocity need to add * const(size.xscale) or yscale
you can reference my Misaka as an example and paly around with the size
https://www.youtube.com/playlist?list=PLdEQ2Uq3HHramidYnZrUyoeR0DKwY2CbD

    

Re: KOF Ken Masters by Soy Sauce Released (& All Charcters Updated)

 August 21, 2020, 12:52:03 PM View in topic context
 Posted by beterhans  in KOF Ken Masters by Soy Sauce Released (& All Charcters Updated) (Started by Soy Sauce July 09, 2020, 05:24:52 PM
 Board: Your Releases, older Mugen

wow finally another guy made the team super for ryu and ken

I'm always admire your takuma ryo etc, interact supers...

downloading now...
    

Re: [Dengeki Bunko FCI] an very Accurate SHIRAI Kuroko port (ALL Moves finished)

 August 21, 2020, 01:35:57 AM View in topic context
 Posted by beterhans  in [Dengeki Bunko FCI] SHIRAI Kuroko (Open for Palette submition) (Started by beterhans July 05, 2020, 08:22:15 AM
 Board: Projects

    

Re: [Dengeki Bunko FCI] an very Accurate SHIRAI Kuroko port (ALL Moves finished)

 August 20, 2020, 03:50:28 PM View in topic context
 Posted by beterhans  in [Dengeki Bunko FCI] SHIRAI Kuroko (Open for Palette submition) (Started by beterhans July 05, 2020, 08:22:15 AM
 Board: Projects

update

some human gameplay test

    

Re: [Dengeki Bunko FCI] an very Accurate SHIRAI Kuroko port (ALL Moves finished)

 August 14, 2020, 06:17:22 AM View in topic context
 Posted by beterhans  in [Dengeki Bunko FCI] SHIRAI Kuroko (Open for Palette submition) (Started by beterhans July 05, 2020, 08:22:15 AM
 Board: Projects

    

Re: [Dengeki Bunko FCI] an very Accurate SHIRAI Kuroko port (ALL Moves finished)

 August 13, 2020, 06:55:54 PM View in topic context
 Posted by beterhans  in [Dengeki Bunko FCI] SHIRAI Kuroko (Open for Palette submition) (Started by beterhans July 05, 2020, 08:22:15 AM
 Board: Projects

Update 5
Super 01 finished and compared to original games
    

Re: [Dengeki Bunko FCI] an very Accurate SHIRAI Kuroko port (Super 02 finished)

 August 09, 2020, 01:00:51 PM View in topic context
 Posted by beterhans  in [Dengeki Bunko FCI] SHIRAI Kuroko (Open for Palette submition) (Started by beterhans July 05, 2020, 08:22:15 AM
 Board: Projects

Update 5
    

Re: How to trigger every 2nd tick of every anime element

 August 08, 2020, 04:36:50 PM View in topic context
 Posted by beterhans  in How to trigger every 2nd tick of every anime element (Started by beterhans August 08, 2020, 11:40:21 AM
 Board: M.U.G.E.N Development Help

Code:
triggerall = Anim = 3100
triggerall = animelemtime(11) >= 0 && animelemtime(34) <= 1
trigger1 = animelemtime(animelemno(0)) = 1

However, be careful with this during pauses / superpauses (including your original version).

thank you!

i was so dumb....
    

How to trigger every 2nd tick of every anime element

 August 08, 2020, 11:40:21 AM View in topic context
 Posted by beterhans  in How to trigger every 2nd tick of every anime element (Started by beterhans August 08, 2020, 11:40:21 AM
 Board: M.U.G.E.N Development Help

aka
how to re-write following

Code:
triggerall = Anim = 3100
trigger1 = AnimElemTime(11) = 1 || AnimElemTime(12) = 1 || AnimElemTime(13) = 1 || AnimElemTime(14) = 1
trigger2 = AnimElemTime(15) = 1 || AnimElemTime(16) = 1 || AnimElemTime(17) = 1 || AnimElemTime(18) = 1
trigger3 = AnimElemTime(19) = 1 || AnimElemTime(20) = 1 || AnimElemTime(21) = 1 || AnimElemTime(22) = 1
trigger4 = AnimElemTime(23) = 1 || AnimElemTime(24) = 1 || AnimElemTime(25) = 1 || AnimElemTime(26) = 1
trigger5 = AnimElemTime(27) = 1 || AnimElemTime(28) = 1 || AnimElemTime(29) = 1 || AnimElemTime(30) = 1
trigger6 = AnimElemTime(31) = 1 || AnimElemTime(32) = 1 || AnimElemTime(33) = 1 || AnimElemTime(34) = 1
    

Re: The X position is in the middle but why not the Y position?

 August 07, 2020, 04:31:16 PM View in topic context
 Posted by beterhans  in The X position is in the middle but why not the Y position? (Started by GTFoxN6Y June 07, 2020, 05:23:57 PM
 Board: M.U.G.E.N Configuration Help

1st
are you coding for 1.0 (older) or 1.1?
code are different

need to use explod not changeanim
2nd
if 1.1
the BG picture need to be displayed on screen level not stage level.
screen level means, won't be affected by player or zoom
0 = the top of the screen, no matter how high the player is
trigger "Screenheight" will give you the value of bottom of the screen
since some one use 16:9 and some one use 4:3 so screen size is not a fixed value.
if you want to put it in middle of the screen you need
y = Floor(Screenheight*0.5)
if you want to put it at 20% of height
y = Floor(Screenheight*0.2)

use it in this way no matter player jump or zoom or change screenratio your BG won't be off placed.


stage level means normal. if 0 means ground where player is standing...


if 1.0 or older
the BG picture need to be use explod and postype need to be left or right back or front
but it will have problem when played in 1.1
when zoomed or change screen ratio it will be displayed wrongly.

    

Re: [Dengeki Bunko FCI] an very Accurate SHIRAI Kuroko port (normal system finished)

 August 04, 2020, 08:58:29 AM View in topic context
 Posted by beterhans  in [Dengeki Bunko FCI] SHIRAI Kuroko (Open for Palette submition) (Started by beterhans July 05, 2020, 08:22:15 AM
 Board: Projects

update 4