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inktrebuchet

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Messages by inktrebuchet

    

Re: ifelse with 3 or more conditionals?

 September 30, 2020, 02:46:27 AM View in topic context
 Posted by inktrebuchet  in ifelse with 3 or more conditionals? (Started by supercain September 29, 2020, 10:42:24 PM
 Board: M.U.G.E.N Development Help

similar to the last post.
Code:
[state n]
type = null
trigger1 = numpartner
trigger1 = partner,stateno = stateno
trigger1 = var(0) := 1
;--------
trigger2 = numenemy(0)
trigger2 = enemy(0),stateno = stateno
trigger2 = var(1) := 1
;-------
trigger3 = numenemy(1)
trigger3 = enemy(1),stateno = stateno
trigger3 = var(2) := 1

From how you've described it, an actual ifelse isn't needed. Normally ifelse or cond is used as "if, then, else" arguments.
    

Re: Expressions using Life/LifeMax not calculating correctly

 September 02, 2020, 11:47:55 PM View in topic context
 Posted by inktrebuchet  in Expressions using Life/LifeMax not calculating correctly (Started by Minakata Moriya August 31, 2020, 10:13:01 PM
 Board: M.U.G.E.N Development Help

floor(life / lifemax) would always be 0, unless life = lifemax.

maybe you meant (lifemax/life)
    

Re: KOF M.Bison/Vega (Dictator) Released!!

 August 23, 2020, 12:26:03 AM View in topic context
 Posted by inktrebuchet  in KOF M.Bison/Vega (Dictator) Released!! (Started by Soy Sauce August 22, 2020, 11:47:48 AM
 Board: Your Releases, older Mugen

Awesome work as always!

I noticed holding down or holding up just before pressing back will be treated the same as holding back. Is this purposeful?

    

Re: sm666 Refuses to work on mugen 1.0 - ' State machine stuck in loop'

 July 30, 2020, 04:11:13 AM View in topic context

State machine stuck in loop (stopped after 2500 loops) means just that. a state was entered then immediately left, only to enter and leave over and over. This is allowed as long as there is at least a 1 tick rest before changing states or as long as the loop is ended before 2500.


Below is one example of a loop that will cause that error. This can be done a few ways but this should at least help you understand whats happening. I don't see anything in the code you posted but I'm guessing there is more to it.

Code:
[statedef 200]

[state n]
type = changestate
trigger1 = !time
value = 200


    

Re: Redirects of Redirects and New Redirects. Cond() Exploit

 July 28, 2020, 03:31:00 AM View in topic context
 Posted by inktrebuchet  in Redirects of Redirects and New Redirects. Cond() Exploit (Started by inktrebuchet January 30, 2019, 04:27:22 PM
 Board: Code Library

That one is a little tricky unless you know the helper(id). The two example below will return the helper's PlayerID as long as it's the only helper the enemy has spawned. if more than one helper is spawned by the enemy, these codes will only check the first helper unless you know the helper(id).

Code:
;returns enemy,helpers player id (if enemy helper exists)
Enemy, Cond(NumHelper, Helper, Cond(1, ID, 0), 0)

;returns enemy,helpers player id if hitdefattr = SAC, SA (if enemy helper exists)
Enemy, Cond(NumHelper, Helper, Cond(hitdefattr = SAC, SA, ID, 0), 0)

This one will only return the playerid if you know the enemy helper(id) ahead of time.
Code:
;returns enemy,helper(1234) player id (if enemy helper(1234) exists)
Enemy, Cond(Numhelper(1234), helper(1234), Cond(1, ID, 0), 0)


If you are looking to check every enemy helper for a specific hitdefattr and you don't know the helper(id) you can checkout this code. It checks each playerid for a specific hitdefattr as they spawn.
https://mugenguild.com/forum/msg.2351100

Hopefully one of these helps out but just let me know if that's not what you're looking for.
    

Re: Redirects of Redirects and New Redirects. Cond() Exploit

 June 16, 2020, 10:08:22 PM View in topic context
 Posted by inktrebuchet  in Redirects of Redirects and New Redirects. Cond() Exploit (Started by inktrebuchet January 30, 2019, 04:27:22 PM
 Board: Code Library

You'll have to be much more specific. Which helper's ID are you trying to get etc.

feel free to post the code you have tried and I'm sure we can help you with it. *Sorry for the late reply
    

Re: [Theme Thread]Pocket/Puzzle Fighters Sprite thread

 April 21, 2020, 07:01:04 PM View in topic context
 Posted by inktrebuchet  in [Theme Thread]Pocket/Puzzle Fighters Sprite thread (Started by anis91 September 06, 2011, 04:04:54 PM
 Board: Graphics

All the alternate versions, so awesome.

I love that you made that dictator! Looks perfect
    

Re: alt sff

 April 16, 2020, 07:04:40 AM View in topic context
 Posted by inktrebuchet  in char sprites patch (Started by cldz April 16, 2020, 06:36:31 AM
 Board: Edits & Addons 1.0+

A little more in the title would be nice, like the characters name/creator.

What is different about these sff files?
    

Re: Richter Belmont

 April 15, 2020, 08:25:38 AM View in topic context
 Posted by inktrebuchet  in Richter Belmont (Started by balmsold October 09, 2017, 01:31:34 AM
 Board: Sprite Projects

What, I've been missing posts here!? These look awesome man, I'm excited to see them come together.

Your animations are getting crazy good. I've gotta get practicing more.
    

Re: Anderson Masters Thread (KOF XIII MAXY and some stuffs)

 April 15, 2020, 08:11:36 AM View in topic context
 Posted by inktrebuchet  in SF IV / III SAKURA (Started by Anderson Masters January 07, 2017, 12:32:10 AM
 Board: Projects

These models look great but I think if you referenced existing animations you would be doing much better. There are a lot of cool tricks in animations that would help these a ton.

I put this quick example together. Mine on the left, yours on the right.


The main things that are added is a frame at the beginning where her fist is drawn back, this gives the animation 'anticipation'. In the frame with her furthest reach, I stretched the frame, you can think of this as 'follow-through' or 'squash and stretch'.

I also gave a rough idea of hair movement but really every frame should have that, adding that 'secondary action' adds a lot to any animation and I exaggerated the rotation of her body to give a little more power to the animation. You can look up these animation principles if you like but pretty much any sprites you reference will already have them.

My example only has 8 frames but as long as you take frame timing into consideration you can work more in. If you are going for kof xii though, I'd recommend referencing their frame counts.
    

Re: SNK Gals Fighters - Mugen Edition [2020 Update]

 April 14, 2020, 01:51:33 AM View in topic context
 Posted by inktrebuchet  in SNK Gals Fighters - Mugen Edition [2020 Update] (Started by walt April 13, 2020, 11:59:42 PM
 Board: SNK Gals Fighters

I've been keeping an eye on his twitter but it's great seeing something new posted here!
    

A Special CvS2 Vega/Claw Sprite Set. *sffv2.1 Only*

 April 11, 2020, 08:12:57 AM View in topic context
 Posted by inktrebuchet  in A Special CvS2 Vega/Claw Sprite Set. *sffv2.1 Only* (Started by inktrebuchet April 11, 2020, 08:12:57 AM
 Board: Resource Releases

If you are looking for regular CvS2 Vega rips, use Insanius': http://www.justnopoint.com/lbends/Sprites/CVS2/
Quote
versiondate = 04/11/2020
CvS2 Vega rips by Insanius edited by Inktrebuchet.

This sprite set makes use of selective transparencies in sffv2.1 and is only meant for M.U.G.E.N 1.1b1. You can read more about the idea behind it here:
https://mugenguild.com/forum/topics/asymmetry-transformations-and-costume-changes-are-possible-mugen--182052.0.html

Only Vega's mask uses this palette trick, his claw unfortunately used too many colors to allow for both.
Download


PSD Workfile

    

Re: Target Friction Cancel and Cornerpush.

 April 07, 2020, 04:19:50 PM View in topic context
 Posted by inktrebuchet  in Target Friction Cancel and Cornerpush. (Started by inktrebuchet March 22, 2020, 05:19:12 AM
 Board: Code Library

Some small updates to 'Target Friction Cancel' redirects after checking out how Kamekaze used it in his Ultimate Falcon.

Replacing target with enemynear now allows for this system to work smoothly if you have multiple targets.
    

Re: [Theme Thread]Pocket/Puzzle Fighters Sprite thread

 April 07, 2020, 04:37:28 AM View in topic context
 Posted by inktrebuchet  in [Theme Thread]Pocket/Puzzle Fighters Sprite thread (Started by anis91 September 06, 2011, 04:04:54 PM
 Board: Graphics

Man, I love seeing you back here posting! Amazing work as always.

So many cool details in these little guys.
    

Re: server move / feb 2020

 April 07, 2020, 12:49:11 AM View in topic context
 Posted by inktrebuchet  in server move / feb 2020 (Started by Valodim February 20, 2020, 01:36:58 AM
 Board: Feedback

I noticed today that when i click on some tagged names, I'll get this message.


And now I get this one for some reason.
    

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

 March 30, 2020, 06:12:17 PM View in topic context
 Posted by inktrebuchet  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

I wouldn't count on that date. I think they will probably keep extending it out or they should anyways until this is actually under control.

    

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

 March 30, 2020, 05:30:07 PM View in topic context
 Posted by inktrebuchet  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

I was order to close my business until further notice here in Ohio, that was about 11 days ago. I'm expecting this to last at least 6 months, probably longer honestly.

Got another job at a grocery store working in a freezer on 3rds. The managers pretty much won't touch anything on the floor because they don't know who has come through and touched items already. As someone trained in cross contamination I can say for sure you should be wiping down all of your canned and boxed goods when you get home and wash your hands afterwards. Not that it will prevent the virus that can stay in the air up to 3 minutes if you walk through it at a grocery store...

I think this is something we'll be recovering from for years. It's wild to think that the goal is to slow it down, with no real end in sight.

Stay safe friends
    

Re: Spritesheet Expansion Thread

 March 30, 2020, 05:17:03 PM View in topic context
 Posted by inktrebuchet  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 AM
 Board: Sprite Projects

Small update on this one after Odb718's suggestion. I think this helps it.

    

Re: MUGEN Crashes Compilation

 March 23, 2020, 02:06:59 AM View in topic context
 Posted by inktrebuchet  in MUGEN Crashes Compilation (Started by Noctis February 22, 2016, 08:08:27 PM
 Board: MUGEN Class

This causes mugen to not respond if you have more than one target.
Code:
[state n] 
type = targetveladd
trigger1 = numtarget
x = target,vel x
 

The problem comes from mugen not knowing what target,vel x to use for x.
    

Re: Target Friction Cancel/Replace

 March 22, 2020, 04:21:40 PM View in topic context
 Posted by inktrebuchet  in Target Friction Cancel and Cornerpush. (Started by inktrebuchet March 22, 2020, 05:19:12 AM
 Board: Code Library

Unfortunately, that wouldn't work the way you are thinking. There would be push but with that friction cancel version, hitdef velocities are much lower so without slidetime the pushback is much less than it should be. Part of the corner push is also needed for the friction cancel to work.

Below I've posted a version that has no cornerpush and it replaces your opponents friction with yours. So now you can use Pots or Vans' cornerpush code. You won't need to update your hitdefs as described in my first post either. This version will not match source games.

Code:
;================================================================================
; ------- Target friction cancel/replace by Inktrebuchet --------
;================================================================================
;Note: this version replaces opponents friction value with yours.
;For use with PoTS or Vans cornerpush only. Do not follow Inktrebuchet hitdef guide for this version.
[state friction cancel]
type = targetveladd
trigger1 = numtarget
trigger1 = target,movetype = H
trigger1 = target,statetype = S || target,statetype = C
trigger1 = target,vel x != 0
x = ((enemynear,vel x / cond(enemynear,statetype = S, enemynear,const(movement.stand.friction), enemynear,const(movement.crouch.friction))) * cond(enemynear,statetype = S, const(movement.stand.friction), const(movement.crouch.friction))) - enemynear, vel x
ignorehitpause = 1