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Hiperhazz

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Messages by Hiperhazz

    

Re: ifelse with 3 or more conditionals?

 September 30, 2020, 09:30:16 PM View in topic context
 Posted by Hiperhazz  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

":=" basically means "becomes" so in using taht trigger your variable is becomming the value there, so for example var(1) := 1 will make var(1) = 1
    

Re: Getting a helper to read P2's variables?

 September 29, 2020, 05:15:15 PM View in topic context
 Posted by Hiperhazz  in Getting a helper to read P2's variables? (Started by Minakata Moriya September 28, 2020, 05:52:52 PM
 Board: M.U.G.E.N Development Help

    

Re: Double Jump Animation/Custom Jump?

 September 03, 2020, 04:46:11 AM View in topic context
 Posted by Hiperhazz  in Double Jump Animation/Custom Jump? (Started by Carmell September 02, 2020, 09:05:24 PM
 Board: M.U.G.E.N Development Help

hmm, did you skip statedef 50 on purpose?, I'm pretty sure that's where the change to those animations happens, specifically in some part like this

Code:
[State 50, 3]
type = ChangeAnim
triggerall = animtime = 0
triggerall = SelfAnimExist(anim + 3)
trigger1 = anim >= 41 && anim <= 43
value = Anim + 3

you can changgthat value to the anim you want specifically, but I think that might affect the ground jump animation too, should be possible to add some conditions to that one to make sure it happens in the air only, like, I dunno, adding a variable to keep track of your jump or something alng those lines
    

Re: Expressions using Life/LifeMax not calculating correctly

 September 01, 2020, 01:26:50 AM View in topic context
 Posted by Hiperhazz  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

yeah I was just trying to get the original code working :p, anyway, glad it helped and you got it working
    

Re: Expressions using Life/LifeMax not calculating correctly

 September 01, 2020, 12:38:30 AM View in topic context
 Posted by Hiperhazz  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

Well that would have worked in theory, but I did test it and apparently mugen likes doing things in a weird way so it truncates the value when doing a division so you only get an int, fortunatly there's more than one way to do stuff in math, this may notbe the most elegant solution but it should acomplish what you need:

Code:
(life%lifemax)*0.001*1280

that should do what you were trying to do with that original code right there, may need a few tweaks but a quick testing shows it doing the job, so hopefully it can help you
    

Re: Expressions using Life/LifeMax not calculating correctly

 August 31, 2020, 10:54:16 PM View in topic context
 Posted by Hiperhazz  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

well this is because you're using floor when calculating life/lifemax, so basically any value lower than 1 will always become 0 so your math will also become 0

your code for value basically says "1280 * round down(1000/1000)" when at lifemax, but if that life valñue goes down by even 1, 999/1000 = 0.999, rounded down would be 0.

What you want to do is change it so the floor (or ceil) is applied after the miltiplication, so, tl;dr:

change this

Code:
value = 1280 * floor(life / lifemax)

to this:

Code:
value = floor(1280 *(life / lifemax))

hope that helps
    

Re: Kyurem remake (beta) released

 August 31, 2020, 01:12:28 AM View in topic context
 Posted by Hiperhazz  in Kyurem remake (beta) released (Started by Hiperhazz August 29, 2020, 02:06:42 PM
 Board: Your Releases, 1.0+

I guess that can work, the latter fits with something I had in mind, not exactly fatalities but pretty fatal nonetheless, in any case, I gotta find a good gethis to use, at least a sprite of his or something haha
    

Re: How to detect the distance from another helper?

 August 31, 2020, 01:08:02 AM View in topic context
 Posted by Hiperhazz  in How to detect the distance from another helper? (Started by supercain August 30, 2020, 07:38:52 AM
 Board: M.U.G.E.N Development Help

Cool, glad that I helped, don't forget to mark this as solved
    

Re: Kyurem remake (beta) released

 August 31, 2020, 12:43:44 AM View in topic context
 Posted by Hiperhazz  in Kyurem remake (beta) released (Started by Hiperhazz August 29, 2020, 02:06:42 PM
 Board: Your Releases, 1.0+

Cool, thanks foor the reply, I'm glad you liked it, I actually had the "riginal dragon" in mind at some point but since there's no official image of it at all its kinda hard to imagine it, may as well wait for those gen 5 remakes :p, and an original fusion, well, let's just say I'm not the best at creating designs so yeah, about the gethis thing, I've been suggested that at least once before, thing is, I have no idea what he could be useful for other than sttinfg in the background, maybe something he does can indicate what forme kyurem will turn into, or maybe as an excuse to give kyurem some strikers :p, if any of those sound like good ideas or if you had something else in mind please tell me
    

Re: How to detect the distance from another helper?

 August 30, 2020, 08:39:51 AM View in topic context
 Posted by Hiperhazz  in How to detect the distance from another helper? (Started by supercain August 30, 2020, 07:38:52 AM
 Board: M.U.G.E.N Development Help

I guess you can check each others position and then get the difference so something like

 
Code:
 abs(helper(1), Pos x - helper(2), Pos x)

now I'm not 100% sure but this may only work if used in the root, knowing me I'd do something weird like changing a var in the root to the value of that and have the helpers check said value and trigger what you want based on it.

There are probably better ways to do this tho, its just a random idea

Edit:

I just noticed that I'm dumb and you actually want to measure the distance from the character to the helper, so something like the above but a bit different should work

 
Code:
 abs(Pos x - (helper(2), Pos x))

I guess something like that should do the trick and return the actual distance
    

Re: Kyurem remake (beta) released

 August 30, 2020, 02:53:29 AM View in topic context
 Posted by Hiperhazz  in Kyurem remake (beta) released (Started by Hiperhazz August 29, 2020, 02:06:42 PM
 Board: Your Releases, 1.0+

Thanks mate, hope you like it, and if you have any comments or ideas that may help improve it plese share them I'd be more than happy to get some
    

Kyurem remake (beta) released

 August 29, 2020, 02:06:42 PM View in topic context
 Posted by Hiperhazz  in Kyurem remake (beta) released (Started by Hiperhazz August 29, 2020, 02:06:42 PM
 Board: Your Releases, 1.0+

So I made a topic about this in the WIP section, but I think now Kyurem is (not complete :p) ready for more exposition which I think it may get here, anyway, I've been postponing this for a few days, actually uploaded an updated version and didn't say anything about it :p
In any case, since this is a new topic it probably deserves a new description and new images and all the good stuff
Kyurem is a boss type character in the vein of “has super armour but is slow”, when you hit it it will shake and freeze for a brief period of time which means you can get in a do some damage but should not stay there for too long or you’ll probably get hit :p

Kyurem features 3 different formes. In a single battle, Kyurem will only use 2 of them however, randomly picking the white or black forme after the base forme has been defeated, however the fight does technically have 3 phases which are as follows:

Phase 1: “Gray” forme; the base forme of Kyurem, it moves slowly, a lot of its attacks are also slow, he does have one or two that come out faster, being the base forme it has a kind of mixed moveset with both ranged and close range attacks, it will usually try to keep its opponent away and shoot projectiles from a safe distance, its projectiles can usually be destroyed so a ranged character with better projectiles will likely win this very easily. It has a very powerful projectile that shoots in the direction of the opponent but takes a long time to charge, which makes it easy to punish and/or block, however if you try punishing it for too long it may become stronger, it also has a few hypers based off moves Kyurem learns in the games.

Spoiler, click to toggle visibilty

Phase 2a: Black forme; Kyurem’s most physically oriented forme. Its movement speed increases, and most of its attacks become melee rather than ranged, while it still retains one or two longer ranged attacks in general it will try to get in close quarters and use its claws to inflict the most damage, in general you may want to look for the attacks with most cooldown and punish them or play safe with a projectile character. Like base Kyurem, black has a variety of attacks based off its moves in the games.

Spoiler, click to toggle visibilty

Phase 3a: Black forme – Overdrive mode; Kyurem’s final phase breaks the limits, not only does it get an electric aura and tubes that pump energy to its body, it also no longer freezes when hit and its attacks become, faster, more powerful or both, additionally its power bar gets slow passive regeneration

Spoiler, click to toggle visibilty

Phase 2b: White forme; This is Kyurem’s special attacker forme, which basically means, projectiles, and a lot of them. Almost every attack of Kyurem in this forme involves a projectile of some sort, this guy will try to keep you at a distance and attack from afar, this is probably Kyurem’s most dangerous forme, its blue projectiles can still be broken but red ones will be harder to beat, not only that, but even if you manage to get close some of its attacks are designed to push you back.
Beating this guy will truly a challenge unless you either spam projectiles like crazy or are a cheap character of some sorts, it is sure to keep you at bay and give you a hard time.

Spoiler, click to toggle visibilty

Phase 3b: White forme – Overdrive mode; probably the deadliest forme of them all, like black’s overdrive it will remove the freezing when hit and make Kyurem’s moves  faster, strong or both, also Kyurem will no longer shoot blue projectiles and some of its attacks will get a new properties, good luck, you’re gonna need it.

Spoiler, click to toggle visibilty

As you can see, Kyurem has a series of advantages that make it a very challenging opponent, and as you probably expected he has a number of peculiar traits to keep him from being (too) overpowered. For starters, you only have to beat him once, there is no next round against Kyurem, win once and that’s it, of course, this means both formes happen on the same round, but don’t worry, should you beat base forme on one round, you’ll start at phase two next round. Also, unlike most fighters he will not fully heal between rounds, instead only half its health will be recovered, so deal as much damage as possible to gain an edge in the next round.
This is still in the works so I’d really appreciate any comments or feedback that can be given, good luck and thanks for your time!
You can download Kyurem here: http://www.mediafire.com/file/mei5m77tkdissoy/Kyurem.zip/file
    

Re: Kyurem's remake/rework/overhaul/dunno :p WIP

 August 11, 2020, 09:31:21 AM View in topic context
 Posted by Hiperhazz  in Kyurem's remake/rework/overhaul/dunno :p WIP  (Started by Hiperhazz July 22, 2020, 06:48:13 AM
 Board: Projects

I just wanted to bump this ;)

...

not good?, uh, ok all right then, lets see... oh right here, new stuff:

So I decided to take a break from inkling to give kyurem some love based on a friends feedback, so there's a few tweaks compared to last version, lets see
- it now stops its current action for a short while when hit, this stops happening when it enables overdrive mode
- Some unused or repeated srprites were removed so he should be lighter :p
- a new hyper was added to every forme, t were in the old version, draco meteor and stealth rock, gray got breakign swipe
- some basic attacks were tweaked a little bit, the "sniper" atatck as I call it for example has more startup and has a visual indicator that kyurem is gonna use it
- I tried to give the code some order so i easier to read, so its now kinda split in sections, also a bunch of unused code was removed
- kyurem now uses sffv2 so no more act files for palletes
And that's what I can remember at the moment maybe something else changed but I forgot :p

If anyone is willing to check I'll gladly take any critisism that comes my way, that said, I'll leave once more (download link is still the same)
    

Kyurem's remake/rework/overhaul/dunno :p WIP

 July 22, 2020, 06:48:13 AM View in topic context
 Posted by Hiperhazz  in Kyurem's remake/rework/overhaul/dunno :p WIP  (Started by Hiperhazz July 22, 2020, 06:48:13 AM
 Board: Projects

First of all, if this is in the wrong section, I apologize,  this is still a work in progress so I consider it to be a projevt, if it is however more fit for other section, please move it there, that said, lets get to it:

Today I learned that even after 7 years I'm still terrible at making names up, anywaySo,  just recently I got a bit (or maybe a ton :p ) of inspiration and decided that I wanted to give character creation another shot, truth be told, my works years ago were pretty... unbalanced to say the least, not to mention how much of an spaguetthi my code was (and probably still is, some bad habits never die, but we'll see), anyway, while I have another character in mind to begin with, some problems with it made me decide to take a break and try soemthing else, and that's when I looked back and saw one of the last thing I made; kyurem. Designed as a boss character, it was very very broken, the little sprites I had to work with limited my ideas a bit and I was focusing on making it extremely strong, even added a cheapie mode, silly me :p

With all that in mind, I decided I would completely overhaul him, completely changing its moves, graphics, rewriting code, pretty much everything, tho I did en reusing some of the old code I won't lie, functionally it is a completely different character, and this time around, I'm trying to make an actually fair boss character (well, as fair as a boss of his kind can be i guess:p)

So far balance wise my ideas have been these in contras to the older version:

  • Kyurem only rrecovers a fraction of its life when winning a round, older version fully healed every time
  • Kyurem will retain its forme in between rounds, so if base forme beats you, you'll face it again, if you beat base forme and the next one kills you, you'll face that other forme, old kyurem returned to base forme every round
  • You only have to beat Kyurem once, if you defeat both formes, next round you will be given a free ko ending the fight, essentially givingyou (usually) two rounds to beat him once, old Kyurem required beating him from base form those  same rounds

And maybe more, knowing my memory its probably the case :p

And now, after all that speech, this comes into play, I am still working with this guy, trying to improve and be creative, maybe add more moves, etc, so my request here is mostly to ask wh help balancing this guy, truth be told, I'm not the best when it comes to balancing stuff, so I'd be really thankful if some of you guys could take the time to test and help me out with that, feel free to leave any other suggestions of course, I'll gladly listen (or read) all of them and try my best to make something that is actually good.

With all that said, if you're willing to help out, or just want to test or have an extra boss in your roster cause why no, here's the link http://www.mediafire.com/file/mei5m77tkdissoy/Kyurem.zip/file.

And of course, some screenshots:
Spoiler, click to toggle visibilty
    

Re: WIP Kyurem

 August 03, 2013, 12:56:06 AM View in topic context
 Posted by Hiperhazz  in WIP Kyurem (Started by Hiperhazz August 02, 2013, 04:47:16 AM
 Board: Projects

Wow, so many answers in a single day. Time for answers, in this order:

@ArmorGon: thanks, I tried similar thing with uuhh, bad results.
@Quickfist: He is not complete and it's the first time I post in here, I'm not exactly used to the place yet.
@Erroratu(gonna be a bit loger than the rest): 1-.It does?,uhh, I need a guide. 2-.The same, First time here. I am as lost as a baby in a forest. 3-.I am working on it, so I imagined this would be the place. 4-. No, I don't use templates.
@GarchompMatt: Yup, it's a beta. But then again I'm not exactly sure about how this place works.
    

WIP Kyurem

 August 02, 2013, 04:47:16 AM View in topic context
 Posted by Hiperhazz  in WIP Kyurem (Started by Hiperhazz August 02, 2013, 04:47:16 AM
 Board: Projects

Hellooou, ladies, gentlemen, alien... things(please don't do horrible experiments on meeee) and anyone(or anything) else reading this.

As the title suggests I am working ona kyurem character. It is a boss like character with super armour and other boss stuff(changes form after being KOed). Something else that you should possibly know is that kyurem's 7th palette triggers a uhh, cheap mode. Besides that it is a norma character. Kinda
Sooo, since it's the first time I post him in here, I think ther isn't really much I ca say so... Ugh, I really don't know what to say.

Anyway I'll let this video speak by itself:

So, possibly you were all expecting this: The link for kyurem.

You can download and have fun with him... Aannd, as you probably have guessed by the section where I posted this, I will also be asking you to give me some feedback for the character and that kind of things.

Soooo, thanks for everything aaand, see you some other time!