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Manson Rees

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Messages by Manson Rees

    

Re: Art of Fury 2 RELEASE

 November 27, 2024, 11:57:57 pm View in topic context
 Posted by Manson Rees  in Art of Fury 2 RELEASE (Started by CCIronmugen November 27, 2024, 01:38:26 am
 Board: Art of Fury 2

Woah, gonna download this right now!
Nice release man!
    

Re: Character of the Month: October 2024 Nominations

 November 08, 2024, 09:19:07 pm View in topic context
 Posted by Manson Rees  in Character of the Month: October 2024 Nominations (Started by Lyrica November 04, 2024, 02:24:33 pm
 Board: Contributions of the Month

Ultimate Boxer by ELECTR0 - 3
Garfield by Garfieldfan and WlanmaniaX12 - 2
    

Re: Obby's WIP CS Thread

 November 01, 2024, 05:10:50 am View in topic context
 Posted by Manson Rees  in Obby's WIP CS Thread (Started by Obby October 04, 2021, 05:15:36 am
 Board: Sprite Projects

Great work man!
One more to your amazing vault. :D
It's always a delight to see DS/VS characters receiving some love.
    

Re: Jubei Yamada in CVS Style

 October 22, 2024, 10:49:07 pm View in topic context
 Posted by Manson Rees  in Jubei Yamada in CVS Style (Started by Rabano December 20, 2023, 04:02:39 am
 Board: Sprite Projects

Looking really good, as always. :D
    

Re: Why is the red box Clsn1 missing even though I added it in the air file?

 October 21, 2024, 10:12:14 am View in topic context
 Posted by Manson Rees  in Why is the red box Clsn1 missing even though I added it in the air file? (Started by alongcaca October 21, 2024, 01:51:13 am
 Board: M.U.G.E.N Development Help

    

Re: Why is the red box Clsn1 missing even though I added it in the air file?

 October 21, 2024, 02:11:00 am View in topic context
 Posted by Manson Rees  in Why is the red box Clsn1 missing even though I added it in the air file? (Started by alongcaca October 21, 2024, 01:51:13 am
 Board: M.U.G.E.N Development Help

Because of this:
Code:
[State 220, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I
When a char's movetype is equal to I (Idle) it's clsn1 boxes is ignored.
In Anim 220, it's clsn1 is in AnimElem 5. But you're using StateTypeSet in AnimElem 4 and upwards.
Instead of AnimElemTime(4) >= 0, use AnimElemTime(6) >= 0.

Edit: typo.
    

Re: Ultimate Balrog + stage

 October 17, 2024, 11:55:36 pm View in topic context
 Posted by Manson Rees  in Ultimate Balrog + stage (Started by ELECTR0 October 17, 2024, 11:42:23 am
 Board: Your Releases, 1.0+

That's a nice release for sure!
I'm also waiting for the next Classic VS update. :D
    

Re: Character of the Month: September 2024 Nominations

 October 14, 2024, 11:03:14 pm View in topic context
 Posted by Manson Rees  in Character of the Month: September 2024 Nominations (Started by Lyrica October 04, 2024, 02:46:48 am
 Board: Contributions of the Month

Ultimate Mai Shiranui FF2 by ELECTR0 - 3
Tia Langley by Manson Rees - 3
CVS Manjimaru Sengoku by Gêmeos dos Jogos - 2
    

Re: CvS-styled Silvy Garnet Spriteset released

 October 05, 2024, 06:36:11 am View in topic context
 Posted by Manson Rees  in CvS-styled Silvy Garnet Spriteset released (Started by Pin October 05, 2024, 04:53:20 am
 Board: Resource Releases

I understand that feeling. :P
I've been learning about mugen for about 10 years, but just some months ago that I released my chars. And talk about a bunch of fixes I had to do because I was too eager to release something. XD

Again, congratulations for making and releasing this incredible work man.
    

Re: Jubei Yamada in CVS Style

 October 05, 2024, 05:19:33 am View in topic context
 Posted by Manson Rees  in Jubei Yamada in CVS Style (Started by Rabano December 20, 2023, 04:02:39 am
 Board: Sprite Projects

Oh gosh, it's so close!

I've been following your wips since the start of your Akira, but I don't remember if I have posted anything... XD
Such a talented fellow.

Keep it up with your excellent work man.
    

Re: CvS-styled Silvy Garnet Spriteset released

 October 05, 2024, 05:13:22 am View in topic context
 Posted by Manson Rees  in CvS-styled Silvy Garnet Spriteset released (Started by Pin October 05, 2024, 04:53:20 am
 Board: Resource Releases

Holy! That's looking really good.
Awesome release man!

But i think that you have to mark/set your resource file/folder as public, as Google Drive is saying that I have negated access to the file.
    

Re: MT7's WIP Color Separation Thread

 September 24, 2024, 04:10:05 am View in topic context
 Posted by Manson Rees  in MT7's WIP Color Separation Thread (Started by MT7 「双蓮の隻眼」 June 11, 2023, 10:35:25 pm
 Board: Sprite Projects

Great work man!
    

Re: MUGEN Video thread

 September 13, 2024, 06:45:49 am View in topic context
 Posted by Manson Rees  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: Tia Langray is Updated! (08/11/2024)

 September 13, 2024, 06:11:29 am View in topic context
 Posted by Manson Rees  in Tia Langray is Updated! (09/13/2024) (Started by Manson Rees August 01, 2024, 08:59:53 am
 Board: Your Releases, 1.0+

More updates!

Change log:
Quote
<===== 09/13/2024 =====>
   * Various small code changes/fixes/refactoring;
   * Slightly adjusted the vertical air velocity of Rapid Charge's target as it was whiffing some characters I tested;
   * Updated Tia's AI to use more the mechanic of Just Defended;
   * Counter and Super/DreamCancel texts, and MAX Mode Bars position values adjusted to Sh1nRa358's positioning method (https://mugenguild.com/forum/msg.2560827).
    

Re: Yungmie is Updated! (08/09/2024)

 September 13, 2024, 06:05:06 am View in topic context
 Posted by Manson Rees  in Yungmie is Updated! (09/13/2024) (Started by Manson Rees July 08, 2024, 12:50:58 am
 Board: Your Releases, 1.0+

More updates!

Change log:
Quote
<===== 09/13/2024 =====>
   * Various small code changes/fixes/refactoring;
   * Edited going-down Nerichagi to be a overhead;
   * Updated Yungmie's AI to combo with her Light Normals a little better when she's close to her opponent;
   * Updated Yungmie's AI to use more the mechanic of Just Defended;
   * Counter and Super/DreamCancel texts, and MAX Mode Bars position values adjusted to Sh1nRa358's positioning method (https://mugenguild.com/forum/msg.2560827).
    

Re: Character of the Month: August 2024 Nominations

 September 05, 2024, 10:35:12 am View in topic context
 Posted by Manson Rees  in Character of the Month: August 2024 Nominations (Started by Lyrica September 04, 2024, 12:22:50 am
 Board: Contributions of the Month

Galacta Knight by TornilloOxidado - 2
Yamaneko Arthur by TornilloOxidado - 2
Yungmie by Manson Rees - 3
    

Re: Self Adapting PosSets & Stop Zoom w/StageZoom (Universal LocalCoord Positions %)

 August 31, 2024, 02:37:49 am View in topic context
 Posted by Manson Rees  in Self Adapting PosSets & Stop Zoom w/StageZoom (Universal LocalCoord Positions %) (Started by Sh1nRa358 August 29, 2024, 11:30:40 pm
 Board: Code Library

Oh, I see.
So this:
Code:
ceil((-ScreenPos Y)+(((GameHeight*0.4125)))))
is just setting the Y position to 99 in y localcoord = 240.

I can't test it right now, but I think  your example can be write like that:
Code:
Ceil(GameHeight*(99/240.0) - ScreenPos Y)
    

Re: Self Adapting PosSets & Stop Zoom w/StageZoom (Universal LocalCoord Positions %)

 August 30, 2024, 11:14:20 pm View in topic context
 Posted by Manson Rees  in Self Adapting PosSets & Stop Zoom w/StageZoom (Universal LocalCoord Positions %) (Started by Sh1nRa358 August 29, 2024, 11:30:40 pm
 Board: Code Library

You can use it anywhere that you use pos x, pos y, offset x, offset y. When calling helpers, postype doesnt matter because you're going to have this in the helper to move it to your desired position. for explods, you're gonna use space = screen since that is the new standard.
Got it.

It worked a little differently and kinda seemed like it was shifting a little during stagezoom (minus the .0 and the abs part) compared to using the multipy/decimal numbers. But the multiplication seemed to lock it in place just right. So does adding that .0 fix that shifting?
Adding a .0 makes the division returns a float value.

The thing about adding the direct 320.0 is that you will remove part of the self adapting part. What if a character was innately coded in another localcoord and it not be 320.0 or what if we figure out the self adapting velsets and we can freely change the localcoords to a higher rez at will? Then we wouldnt be able to because we have 320.0 listed. I tried to make it so you wouldnt have anymore numbers to inject making the process longer.
I see.

Edit: This seems to suffice without having to use calculator:

Code:
Ceil(GameWidth * Abs(20/GameWidth  - (TeamSide = 2)) - ScreenPos X)

Shweet!
Niiice.

What would your shortened solution for Y be so you wouldnt have to use calculator on Y?
I didn't understand what is the meaning/division/ratio of 0.4125 in your Y solution.
Code:
ceil((-ScreenPos Y)+(((GameHeight*0.4125)))))
The moment I figured that, I can make my solution.

And for your x solution, what if you wanted to elevate a particular teamside to a diff level aka, make your presentation shake on gethit for example, and not have both sides do it at the same time if one didnt get hit (since teamsides arent separated by the ifelse anymore and assuming one is doing common1 coding for every roster member)?
I guess something like this could work:
Code:
Ceil(GameWidth * Abs(20/GameWidth  - (TeamSide = 2)) - ScreenPos X + (Root, GetHitVar(HitShakeTime) > 0)*(1-(GameTime%2)*2))
    

Re: Self Adapting PosSets & Stop Zoom w/StageZoom (Universal LocalCoord Positions %)

 August 30, 2024, 09:21:13 am View in topic context
 Posted by Manson Rees  in Self Adapting PosSets & Stop Zoom w/StageZoom (Universal LocalCoord Positions %) (Started by Sh1nRa358 August 29, 2024, 11:30:40 pm
 Board: Code Library

That's very interesting man.
But I have a question: What postype are you using that needs that (-ScreenPos X) expression?

I have some suggestions too:
 * You can use the expression 20/320.0 (note the .0 in the end - in mugen if a number is divided by a float, the result is also a float) instead of 0.0625;
 * You can simplify this expression:
Code:
IfElse((teamside = 1), ceil((-ScreenPos X)+((GameWidth * 0.0625))), ceil((-ScreenPos X)+((GameWidth)-(GameWidth * 0.0625)))) 
To:
Code:
Ceil(GameWidth * Abs(20/320.0 - (TeamSide = 2)) - ScreenPos X)

I have tested this method of yours in my chars and it worked really well.
I'll credit you in my chars' next update.




    

Re: Universal Dash Cancel System

 August 23, 2024, 04:54:22 am View in topic context
 Posted by Manson Rees  in Universal Dash Cancel System (Started by PotS May 11, 2024, 09:34:18 am
 Board: IKEMEN Releases

You're probably just not using the nightly build of Ikemen.