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Messages by Ehnyd

    

Re: [Help] write LUA code to trigger

 February 22, 2024, 09:21:35 pm View in topic context
 Posted by Ehnyd  in [Help] write LUA code to trigger (Started by Ehnyd February 20, 2024, 03:10:19 pm
 Board: Ikemen General Discussion and Help

I just did a couple of tests, and after causing an error and closing the program, it now fails successfully in game (the code was only implemented in Akuma).


I better leave the complete code as it is.

Spoiler, click to toggle visibilty


Spoiler, click to toggle visibilty
    

Re: [Help] write LUA code to trigger

 February 22, 2024, 08:16:46 pm View in topic context
 Posted by Ehnyd  in [Help] write LUA code to trigger (Started by Ehnyd February 20, 2024, 03:10:19 pm
 Board: Ikemen General Discussion and Help

I know. The truth is, I don't know what the original programmers of said module were thinking, not to mention that this section was like this in the original Ikemen module.

Either way. It's time to check how the code would look with this and I'll tell you how it went.

Thanks.
    

[Help] write LUA code to trigger

 February 20, 2024, 03:10:19 pm View in topic context
 Posted by Ehnyd  in [Help] write LUA code to trigger (Started by Ehnyd February 20, 2024, 03:10:19 pm
 Board: Ikemen General Discussion and Help

I recently started to convert part of the program's tag module to trigger, mainly because I want the characters' inputs/outputs to be somewhat more custom/animated by adding afterimages effects, sparks, or simulating teleports depending on the character.

With the exit animation it was no problem.

With the entry ones I'm a bit stuck, mainly because there is a LUA line that I don't know how to write down and that has me where I am.


Original Code
if time = 0 {
   if facing != playerId(getPlayerId(teamLeader)),facing {
      turn{}
   }



And how am I interpreting - probably wrong - the trigger.
trigger1 = Time = 0 && (facing != playerId(getPlayerId(teamLeader)),facing = (Turn=1))

Any idea what I did wrong? Any help is appreciated.
    

Re: Cammy Delta Red 2022 UPDATE

 January 21, 2023, 11:46:20 am View in topic context
 Posted by Ehnyd  in Cammy Delta Red 2022 UPDATE (Started by Tiger-Boy February 09, 2022, 03:33:04 am
 Board: Projects

    

Yuri Sakazaki SFZ style

 January 01, 2023, 02:39:39 am View in topic context
 Posted by Ehnyd  in Yuri Sakazaki SFZ style (Started by Ehnyd January 01, 2023, 02:39:39 am
 Board: Your Releases, 1.0+


Well...

After some time without doing much, I remembered that I had this character in the pipeline, so I decided to finish it and launch it. I was not going to leave it forgotten on my HDD.

Link to character


Bonus: Ehnyd updated.
Spoiler, click to toggle visibilty
    

Re: Cammy Delta Red 2022 UPDATE

 June 24, 2022, 05:41:55 am View in topic context
 Posted by Ehnyd  in Cammy Delta Red 2022 UPDATE (Started by Tiger-Boy February 09, 2022, 03:33:04 am
 Board: Projects

I expected to see some gameplay, but with the video detailing the palettes -and with it, getting an idea of ​​how the color separation is going- I'm satisfied.
    

Multiple Pack stages

 May 22, 2022, 05:04:43 pm View in topic context
 Posted by Ehnyd  in Multiple Pack stages (Started by Ehnyd May 22, 2022, 05:04:43 pm
 Board: Found Releases 1.0+



Well. Here I leave a batch of stages that I have done in recent months. Some of these were already known. Others, I discarded for various reasons.

They have 2 def files to work with. One to be used in a standard mugen (320x240 pixels) and another in custom resolution like my fullgame (384x224 pixels.). Their soundtracks were also left, with a loop already defined.


Extra Data.
Compatibility: 1.0 or higher
Superjump: No
Zoom: no
Animated: 9/11
Music: Yes

Screenshots:

England Bay     Valparaiso's Metro


Blair Dame's Family Castle     Frozen Paradise


The Capcom Wrestling Asociation     Forest Reserve


Nature Disaster     Secret Garden


Training Room     Train to South


Shadaloo HQ - Dungeons

Link to stages



Special thanks:
Jebo14 For the idea to Frozen Paradise
AVPBoy: For multiple fixes and edits.
    

Ehnyd Released

 May 16, 2022, 06:21:27 pm View in topic context
 Posted by Ehnyd  in Ehnyd Released (Started by Ehnyd May 16, 2022, 06:21:27 pm
 Board: Your Releases, 1.0+



Well, after some downtime, I'm posting a playable version of my character to MUGEN.

Content of it? All of his attacks from the fullgame, plus some tweaks to some sprites, as well as added a couple of new attacks, and a couple of variants for the Lv3 10-Hit Combo super.

Link to char: Here
    

Re: Cammy Delta Red 2022 UPDATE

 April 22, 2022, 06:06:57 pm View in topic context
 Posted by Ehnyd  in Cammy Delta Red 2022 UPDATE (Started by Tiger-Boy February 09, 2022, 03:33:04 am
 Board: Projects

Interesting. I like what I'm seeing.

I hadn't commented before because I wasn't encouraged, but now that you mention the Dizzy state, I need to ask something.

About the sprites when hitted (group 5000) are you only going to edit the existing sprites made by VaroHades and Chuchoryu, or if some of these are missing where hit, will you add them yourself?



Sorry for my english, but I'm using the google translator.
    

Re: Power Instinct 5 (EARLY ACCESS)

 August 28, 2021, 05:26:15 pm View in topic context
 Posted by Ehnyd  in Power Instinct 5 (EARLY ACCESS) (Started by aokmaniac13 August 14, 2021, 04:00:17 am
 Board: Resource Releases

When I saw this last week I was going to ask about the stages.

It is greatly appreciated. Downloading.

Thank you.
    

Re: [SFA2+Custom] Field of Spring UPDATED 22/07/2021

 July 23, 2021, 05:21:48 pm View in topic context
 Posted by Ehnyd  in [SFA2+Custom] Field of Spring UPDATED 04/09/2021 (Started by Meldo March 06, 2021, 03:51:59 pm
 Board: Your Releases, 1.0+

Downloading.

They told me about this stage, and from what I'm seeing, it's interesting.
    

Re: Hyper Street Fighter Zero by Ehnyd

 May 01, 2021, 08:13:24 pm View in topic context
 Posted by Ehnyd  in Hyper Street Fighter Zero by Ehnyd (Started by Ehnyd August 12, 2020, 07:07:38 am
 Board: Found Releases 1.0+

Ehnyd my man, it's nice to see this having a good reception. Congratulations!!

About adding chars, feel free to use my C.Viper sprites. Rose's sheet was updated to look CvS, but as this is SFZ, it may not be possible :).

Also, guest characters? Add Heihachi, so his story to Gouki could be connected :P

¡¡Mucha suerte!!

Hello Felo.

About Viper... While is not one of my favorite characters, if you have the Player Select, VS, Lifebar and Prologo portaits, I could consider it (if Haohmaru who is from CvS and is on the roster, I could consider. suggests the idea of ​​adding it.)
Spoiler, click to toggle visibilty


As for Heihachi, it was only for the end. I know someone has released one out there, but their sprites don't convince me.

Charles...

-Lo de Karin, voy a tener que revisar. No acostumbro mucho al Simul, asi que veré que pasó ahi.
-Trabajando en Zangief. Seguro olvidé colocar algo en los states -2 que provoca eso.
-Imagino que eso debe ser asunto del programa para que el texto no se salga de la pantalla. Veré lo que puedo hacer.
-Sobre la lista de personajes. La misma, son 4 los que tengo en mente, de las cuales sobresalen:
     *Un personaje del lado de SNK que ha aparecido en los CvS.
     *Un Shotoklon original ya existente en MUGEN, pero que quiero que sea la antitesis a mi OC.
     *Un personaje de SF1, pero actualizado como Adon, Eagle, Gen, o Birdie.
     *Algun añadido de ultimo minuto (4to slot aun no lo considero del todo)
-Esa patada de Ryu, la he visto, e incluso la estuve considerando, pero no para Ryu precisamente. Al final por un motivo que ya no recuerdo fue que la descarté.
-En cuanto a Killer Bee? Lo habia dicho antes, la version CPU es la mezcla de las 2 versiones jugables. Por lo mismo no la hice seleccionable.


Umezono...

They are with a release date in their links. The patches are all for the last version.
    

Re: Hyper Street Fighter Zero by Ehnyd

 May 01, 2021, 04:16:29 am View in topic context
 Posted by Ehnyd  in Hyper Street Fighter Zero by Ehnyd (Started by Ehnyd August 12, 2020, 07:07:38 am
 Board: Found Releases 1.0+

Thanks for the video. Watching that gamplay I realized that I missed a great detail with DJ. I'm also going to have to level some of his attacks a bit.

Now, about the Back Dash, I admit that I was somewhat lazy in that detail that I still do not see. I'm going to review what can be done there.

About Guy's intro, you must have been unlucky or something, because I was checking, and I didn't have that problem.

As for Maki, I wasn't aware of that mistake. Right now I'm going to get to work on it.
    

Re: Hyper Street Fighter Zero by Ehnyd

 April 29, 2021, 06:07:42 pm View in topic context
 Posted by Ehnyd  in Hyper Street Fighter Zero by Ehnyd (Started by Ehnyd August 12, 2020, 07:07:38 am
 Board: Found Releases 1.0+

Charles...

Lo de la patada fuerte aerea de Haohmaru, no es que no conecte. El frame donde esta el Hitdef, a diferencia de la patada media. es de ligera menor duracion. Por eso se ve como que no conecta la misma (la misma debe ser precisa).

En cuanto a Killer Bee (Boss), no puedo creer que se me haya pasado ese detalle por alto. A la noche voy a subir el segundo parche fixeando eso.

Y en cuanto a más personajes? He estado pensando en ello, pero de agregar, solo serian invitados... Y no, Decapre no estaba entre las opciones. Quiza podria considerarla, pero no te voy a dar falsas esperanzas.

.
Thanks for it. I hope you add more chars in future updates.

Maybe I will. I have 4 characters in mind (One of them is ready. Missing oher 3.), although all as guests (like Haohmaru and Blair D.)

Thanks for the update, I'll continue testing it!

Thanks to you, for playing, and reporting those details that one overlooks.


EDIT: Here the 2nd patch fix
    

Re: Hyper Street Fighter Zero by Ehnyd

 April 29, 2021, 05:08:12 am View in topic context
 Posted by Ehnyd  in Hyper Street Fighter Zero by Ehnyd (Started by Ehnyd August 12, 2020, 07:07:38 am
 Board: Found Releases 1.0+

Here is a patch to fix some of the reported bugs


We go in parts.

Ned:
-What marked that bug was the issue of adding unshared palettes within the SFF. It happened with both Chun Li and Gen. In the patch file are the SFFs already corrected.
-That of the commands was the first thing I corrected in the first updates for the same reason (DP commands conflicted with the QCFs and the like). In fact, it surprises me that they still give problems, because I was testing them recently on 2 different notebooks, and from what the people who reported it to me at the time had told me, that was already solved.
-I just checked that. At the moment it is solved, but if it persists, let me know.
-I was never good at doing AIs. They were originally made on KOF characters, and I removed several things from them when I adapted them (the jumps mainly). Maybe that's why they act the way they do.


Charles ...
-The error of the music of the Stage of Mexico is due to the fact that I forgot to modify the line where the name of the track goes, since the name had changed to it.
-Gen's mistake is the same as Ned Said in Chun Li. Only in this case, I was aware of it, and did not remember to correct it until hours after uploading this update. SFF fixed in the patch I uploaded.
-The portrait of Balrog (Boxer)? It's not a mistake or anything. That is the quality of the image. I even went to the trouble of ripping it again for testing (both PSP and PSX). The end result remains the same.
-The Chains? I thought about it carefully and preferred to leave it like that.
-The Violent Ken thing (standing pose?) I had thought about it, but the sprites passed me and I couldn't resist. In any case, the same in the AIR of the same is a matter of modifying the stand animations (the same in the patch is that fix if you want to add)


ESP
Vamos por partes.

Ned:
-Lo que marcó ese error fue el tema de agregar paletas no compartidas dentro del SFF. Me pasó con ambas Chun Li y con Gen. En el archivo del parche estan los SFF ya corregidos.
-Eso de los comandos fue lo primero que corregí en los primeros updates por el mismo motivo (comandos DP entraban en conflicto con los QCF y similares.). De hecho, me sorprende que aun sigan dando problemas, debido a que estuve testeando los mismos hace poco en 2 notebooks diferentes, y por lo que me habian dicho la gente que me lo reportó en su momento, eso ya estaba resuelto.
-Acabo de revisar eso. De momento esta solucionado, pero si persiste, me avisas.
-Nunca fui bueno haciendo AIs. Las mismas estaban hechas originalmente en personajes de KOF, y eliminé varias cosas de las mismas cuando las adapté (los saltos principalmente). Quiza por eso actuan de la forma en que lo hacen.

Charles...
-El error de la musica del Stage de Mexico se debe a que olvidé modificar la linea donde va el nombre del track, ya que al mismo le habia cambiado el nombre.
-El error de Gen es el mismo que Ned señaló en Chun Li. Solo que en este caso, era consciente del mismo, y no me acordé de corregirlo sino hasta horas despues de haber subido este update. SFF corregido en el parche que subí.
-La portrait de Balrog (Boxer)? No es error ni nada. Esa es la calidad de la imagen. Incluso me tomé la molestia de ripearla de nuevo para comrpobar (tanto PSP como PSX). El resultado final sigue siendo el mismo.
-Los Chains? Lo pensé detenidamente y preferí dejarlo asi tal cual.
-Lo de Violent Ken (pose de standing?) Lo habia pensado, pero me pasaron los sprites y no pude resistirme. En cualquier caso, igual en el AIR del mismo es cosa de modificar la animaciones de stand (igual en el parche esta ese fix si quieres agregar)
    

Re: Hyper Street Fighter Zero by Ehnyd

 April 28, 2021, 09:05:23 am View in topic context
 Posted by Ehnyd  in Hyper Street Fighter Zero by Ehnyd (Started by Ehnyd August 12, 2020, 07:07:38 am
 Board: Found Releases 1.0+

ENGLISH

Updated version of this fullgame (1.3, even though the game says 1.2).

What does this update contain?
-2 new characters.
-Additional stages, adding a total of 60 to choose from in VS and training modes.
-Correction of bug and others in some characters.
-Fixing damage or speeds in various attacks.
-Some characters have gained new moves.
-AI improvements in bosses.

Among other things (details in the attached TXT)

links on 1st post

ESPAÑOL

Version actualizada del fullgame (1.3, aunque el juego diga 1.2).

Que contiene esta actualizacion?
-2 personajes nuevos.
-Una buena cantidad de stages adicionales, sumando un total de 60 para elegir en modos VS y training.
-Correccion de errores en algunos personajes.
-Fixeo de daños o velocidades en varios ataques.
-Contados personajes han ganado movimientos nuevos.
-Mejoras de AI en los jefes.

entre otras cosas (detalles en el TXT adjunto)

Links en el primer post.
    

Re: Hyper Street Fighter Zero by Ehnyd

 October 31, 2020, 08:27:55 am View in topic context
 Posted by Ehnyd  in Hyper Street Fighter Zero by Ehnyd (Started by Ehnyd August 12, 2020, 07:07:38 am
 Board: Found Releases 1.0+

Ned: I had reviewed that possibility to adjust the size of these characters, but I had focused on Eagle from the beginning. Since I'm not convinced, I let it be, but from what you're saying, I'll have to check that for the next update.

Charles.
EN:
1.- About the tatsumaki, I am going to review well what is happening. If the Evil version is giving bugs, it is most likely that your normal version has the same problem.
2.- The powerbar filling up suddenly, was something I noticed while playing Tekken 7 and facing Akuma in the Special Fight. I just replicated it the exact same way I saw it.
3.- The thing about the shades, I will take it into account. And certainly, I will have to apply it in other stages that have the same problem.
4.- Regarding extra characters, I had thought about it carefully, and I was going to add two more to the template, but because one of these characters is missing custom sprites (Blanka electrocuting you, and Cody/Gen/E.Honda crush you stomp) is that I had to finally discard them. In the update that follows (if you realize it) they will be added.

ESP:
1.- Sobre la tatsumaki, voy a revisar bien que es lo que ocurre. Si la version Evil esta dando fallas, lo más probable es que su version normal tenga el mismo problema.
2.- El powerbar llenandose de golpe, fue algo que noté mientras jugaba Tekken 7 y enfrentaba a Akuma en la pelea especial. Simplemente lo repliqué de la misma y exacta manera como lo ví. Además, la tecnica Resurrection de Gill es su MAX Level, motivo por el cual, solo puede activarse una sola vez por round.
3.- Lo de las sombras, lo tendré en cuenta. Y ciertamente, tendré que aplicarlo en otros stages que tienen el mismo problema.
4.- Sobre lo de personajes adicionales, lo habia pensado detenidamente, e iba a agregar dos más a la plantilla, pero debido a que a uno de estos personajes le faltan sprites custom (Blanka electrocutandote, y Cody/Gen/E.Honda aplastandote de un pisotón) es que tuve que descartarlos finalmente. En el update que le siga (si llega a darse) serán agregados.
    

Re: Hyper Street Fighter Zero by Ehnyd

 October 26, 2020, 07:36:06 am View in topic context
 Posted by Ehnyd  in Hyper Street Fighter Zero by Ehnyd (Started by Ehnyd August 12, 2020, 07:07:38 am
 Board: Found Releases 1.0+

 Sorry for the delay, but here is the updated version of this Fullgame.


Update 1.1 (2020.10.26). What's New?
-New stages add to game.
-Various soundtracks have been changed and/or adjusted. For the same, now every stage has its own music.
-Some stages have been renamed.
-Lifebars and others, have been modified.
-A list with the chain combos of various characters in the game has been added.
-Slight modification in animations of group 5000 (All roster)
-Adjusted Fei Long's Dragon Kick properties, both in distance traversed, like your hitdef.
-Adjusted Dhalsim's Yoga Fire properties (Hitdef)
-Leveled the damage of Guy, Killer Bee and Cammy White's Super Combos. Now They deal damage according to the rest of the characters in the game.
-The damage that Gen inflicts on his basic attacks has been regulated. Now your hits don't do that much damage.
-Changed the properties of the command 'dash' of Gen and Blair Dame.
-Fixed bug in Hitdef of Lv3 Kikuosho of Chun Li (Both).
-Fixed bug in Hitdef of Charlie's Lv1 Crossfire Blitz.
-Fixed bug in E.Honda, where special animation doesn't work against Blanka.
-Fixed bug with SK crouching on Blair Dame, Dhalsim, E.Ryu, and Guile.
-Fixed error in command input (Super Combos) of Blanka, Charlie, Eagle, Fei Long, and Zangief.
-Fixed bug in Sakura's winpos (with Kei) where SCF's screen doesn't disappears.
-Fixed paddle bug with Gen, Blanka, Balrog (boxer), and Cody in endings.
-Fixed error in transitions and / or various sounds of Endings of Guy, Fei Long and Sodom.
-Added missing sounds in Ehnyd's Super Combos.
-Removed Mist Step from Ehnyd, leaving only the Crouching Dash command for him combat.
-Ehnyd's Super Combos commands have changed.
-Fixed bug in Lv1 Aura Soul Spark of Rose that does not spend Super bar Combo to be executed once it is available.
-Fixed the recovery times of Dash backwards or forwards in various characters.
-Readjusted P2 animation of Blair Dame's Neck Throw grip.
-Blair Dame's Illusion Spin (command) has been changed.
-Some hitboxes have been changed in Eagle, which did not connect at all some attacks.
-Adjustments to Zangief's Elbow Smash attack.
-EHonda's Hyakuretsu Harite attack range has been adjusted.
-Fixed bug in Lv3 Manchester Gold (Eagle), which omitted a hit that attracted the opponent, causing the error of moving him away from himself when starting the Super Combo.
-Fixed some hitdef in characters where their techniques and / or Super Combos they don't knock you down if they hit you jumping.

Link? On 1st post
    

Re: Midnight Bliss and Shock Project

 September 13, 2020, 09:28:09 pm View in topic context
 Posted by Ehnyd  in Midnight Bliss and Shock Project  (Started by Xenomic April 27, 2008, 12:56:53 am
 Board: Sprite Projects

Hi Xenomic.

A query.

It would be too much to ask if you can make a shock animation for a CvS Haohmaru?
    

Re: Hyper Street Fighter Zero by Ehnyd

 August 20, 2020, 08:15:22 pm View in topic context
 Posted by Ehnyd  in Hyper Street Fighter Zero by Ehnyd (Started by Ehnyd August 12, 2020, 07:07:38 am
 Board: Found Releases 1.0+

I tweaked the jumps of some characters, and it wasn't until a few days after the first update that I noticed that error. I am currently fixing that.