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Cyanide

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Messages by Cyanide

    

Re: Character not moving when I press arrow keys and looping light attack anim.

 February 20, 2023, 03:07:14 am View in topic context
 Posted by Cyanide  in Character not moving when I press arrow keys and looping light attack anim. (Started by DexFighterS February 20, 2023, 12:12:01 am
 Board: M.U.G.E.N Development Help

Well. Initial guess is you have removed the common1.cns from your def file for stcommon. Engine needs to know where the common states are.

Iirc the winane template is specifically for the winmugen XOR AI activation which really doesn't work properly in 1.0 and i wouldn't expect it to work in ikemen either so you should probably swap to using Kfm
    

Re: Breakers (Bursts) escaping from Super moves

 February 19, 2023, 11:53:51 am View in topic context
 Posted by Cyanide  in Breakers (Bursts) escaping from Super moves (Started by Walruso February 17, 2023, 03:59:07 am
 Board: M.U.G.E.N Development Help

Didn't work how?

If it was me I'd be lazy and use p2stateno or enemynear, stateno is between 3000 and 4999 which are somewhat commonly held as super states. But theres no way to be 100% reliable here as people do weird stuff all the time.
    

Re: replacing sprites named with group and image number. in Fighter Factory

 February 16, 2023, 11:31:13 am View in topic context
 Posted by Cyanide  in replacing sprites named with group and image number. in Fighter Factory (Started by Momotaro February 13, 2023, 03:37:17 pm
 Board: M.U.G.E.N Development Help

I haven't used it for ages. But iirc under the sff menu in ff3 at least there is an export sprites and an import sprites option. It uses an ffd file which is unique to fighter factory but should let you do things in bulk with the same axis as it used to have
    

Re: Problem with Lucy Fernandes' super

 February 15, 2023, 09:42:48 am View in topic context
 Posted by Cyanide  in Problem with Lucy Fernandes' super (Started by Macaulyn97 November 13, 2022, 07:12:24 pm
 Board: M.U.G.E.N Development Help

Ok so the last bit of it misses. It looks like they're using a hitdef for that final bit or they wouldn't bother with hitboxes. P2 can't do anything as they're in a custom state that doesn't return ctrl. The last hit misses.

Go look at the code. Find the bad hitdef and post it. Videos will tell us nothing further.

If you want to double check the custom state bit. Press ctrl+d twice to look at p2s details. See if the text turns yellow and stays that way.
    

Re: Font is looking pretty messed up

 February 15, 2023, 09:38:40 am View in topic context
 Posted by Cyanide  in Font is looking pretty messed up (Started by Macaulyn97 December 26, 2022, 07:24:38 pm
 Board: M.U.G.E.N Development Help

Normal fnt file? Either its been set up with offset colours and you're pointing at one of those. Iirc thats when its something like

Font = 2,0,8
Which is font 2 and offset the palette by 8 colours. Or the pallete for the fnt file is buggered. If its the first just swap it to 2,0,0 for example for the main colour style.

At least i think thats how that worked. One of the numbers is offset. The other is alignment. The 1st is definitely font number.
    

Re: replacing sprites named with group and image number. in Fighter Factory

 February 15, 2023, 09:35:30 am View in topic context
 Posted by Cyanide  in replacing sprites named with group and image number. in Fighter Factory (Started by Momotaro February 13, 2023, 03:37:17 pm
 Board: M.U.G.E.N Development Help

Extract the sff from ff. If your new files can match those file names you can reinject with all the same positions etc.

Or modify the ffd file (its just txt) to match your new files. You may need to convert them to pcx or png. Forge what ff exports things as.
    

Re: GetHitVar(hittime) for a custom state

 February 15, 2023, 09:33:24 am View in topic context
 Posted by Cyanide  in GetHitVar(hittime) for a custom state (Started by BobijsVarenais February 08, 2023, 08:36:08 am
 Board: M.U.G.E.N Development Help

Animelem = 1 is true for 1 tick and its the first frame of that animelem. Use

Trigger1 = animelemtime(2) < 0

Instead.
    

Re: Error: Player in State 0: Has No Target with Hit ID -1

 December 17, 2022, 02:43:03 am View in topic context
 Posted by Cyanide  in Error: Player in State 0: Has No Target with Hit ID -1 (Started by MarioManX1983 December 16, 2022, 09:26:06 pm
 Board: M.U.G.E.N Development Help

Nor.ally youd be using numtarget as a trigger and the problem exists with triggers like

Target, stateno = 5040

Or whatever. The key is that you're trying a redirect without a target first.
    

Re: Quick question about palettes

 December 16, 2022, 01:45:42 am View in topic context
 Posted by Cyanide  in Quick question about palettes (Started by Carmell December 15, 2022, 11:15:25 pm
 Board: M.U.G.E.N Development Help

Find state 5900 in the common1 as well as the common1 in the data folder. Copy the remappal portions over.
    

Re: How to make portrait space for chracters in mugen?

 December 15, 2022, 01:51:33 am View in topic context
 Posted by Cyanide  in How to make portrait space for chracters in mugen? (Started by Noxar December 11, 2022, 07:10:52 pm
 Board: M.U.G.E.N Development Help

Portrait spaces like that is just characters that don't exist added to your select.def. figure iut where those spots are in the character list and put in something like notacharacter

Mugen will leave the space blank. Repeat as many times as needed in the right spots till space is made
    

Re: Character does not ChangeState if Helper hits after if it misses

 December 14, 2022, 12:32:44 am View in topic context
 Posted by Cyanide  in Character does not ChangeState if Helper hits after if it misses (Started by Walruso December 05, 2022, 01:16:49 am
 Board: M.U.G.E.N Development Help

Ugly solution.

[State 3022, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

This becomes
[State 3022, ChangeState]
type = ChangeState
Trigger1 = numhelper(3023) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Should work. Won't necessarily be what you want
    

Re: how to apply super armor with theses conditions

 December 14, 2022, 12:30:13 am View in topic context
 Posted by Cyanide  in how to apply super armor with theses conditions (Started by tomyverceti December 08, 2022, 04:42:35 am
 Board: M.U.G.E.N Development Help

You would use a varadd to count the number of times the state is entered and disable the super armour coding while that variable is that value or more. Come up with some code to set it back to 0 again. Probably when your characters movetype returns to Idle
    

Re: Need help finding Voice Clips

 December 04, 2022, 08:23:06 am View in topic context
 Posted by Cyanide  in Need help finding Voice Clips (Started by Rabano December 03, 2022, 05:40:24 pm
 Board: M.U.G.E.N Development Help

I assume you can play the game. Iirc kawaks used to have a way to swap between arcade and home system. If it doesn't have debug or sound test in the home version it will have the ability to turn the music off. Then you can record the sound with your favourite audio program
    

Re: Coding in the unused Mephisto super from MSH

 November 30, 2022, 11:14:18 am View in topic context
 Posted by Cyanide  in Coding in the unused Mephisto super from MSH (Started by Karl/Karla November 08, 2022, 10:20:22 pm
 Board: M.U.G.E.N Development Help

Don't entirely know the super cos i haven't seen it play. Isn't it just a big sprite hits and holds p2 then breathes fire on them? This is super simple really and can be done with a helper and a long hittime
    

Re: Problem with Lucy Fernandes' super

 November 30, 2022, 11:10:31 am View in topic context
 Posted by Cyanide  in Problem with Lucy Fernandes' super (Started by Macaulyn97 November 13, 2022, 07:12:24 pm
 Board: M.U.G.E.N Development Help

That sounds like a custom state is being used and not returning ctrl to the player at all. The attacks missing could be hitboxes vanishing OR a damage dampener/juggle limit that kicks in when it shouldn't.

For the first. Turn on hitboxes and see if theres red and blue ones making contact. The second is a bit harder to diagnose so lets try easy first.
    

Re: Mugen Programing/coding Academy

 November 02, 2022, 01:05:58 am View in topic context
 Posted by Cyanide  in Mugen Programing/coding Academy (Started by IKEISLEGEND October 28, 2022, 11:52:53 pm
 Board: M.U.G.E.N Discussion

Decided I'm gonna charge retroactively for help over the years. If ive ever helped you out expect an invoice in your inbox. Cheap rates though. $2 should make me somewhere in excess of 100k
    

Re: What was the first character you downloaded for MUGEN?

 August 09, 2022, 11:18:12 am View in topic context
 Posted by Cyanide  in What was the first character you downloaded for MUGEN? (Started by Mr. Nobody August 06, 2022, 02:07:34 am
 Board: M.U.G.E.N Discussion

Wasn't a character. DBZME2 was the game. So a bunch of el cheapo dbz shit. Followed by a dbz pack with a gundam in which made me start messing with the engine.
    

Re: I want to add/import a transformation to this character

 May 20, 2022, 06:41:48 am View in topic context
 Posted by Cyanide  in I want to add/import a transformation to this character (Started by petofum May 18, 2022, 02:32:46 am
 Board: M.U.G.E.N Development Help

How much do you know about how transformations work? There is a 90% chance you're going to have to rework the entire character you want to add and regardless of anything you need  to know where the conflicts are between states animations sprites and sounds.
    

Re: Regarding Custom AI

 May 14, 2022, 10:45:26 am View in topic context
 Posted by Cyanide  in Regarding Custom AI (Started by LotF May 11, 2022, 05:55:35 pm
 Board: M.U.G.E.N Development Help

Coding ai is no different. Activation is way simpler though. Ailevel = 1 done. Its in the docs too and you can use it for difficulty scaling. No more weird methods just 1 trigger.
    

Re: Command input coding problem

 May 14, 2022, 10:39:12 am View in topic context
 Posted by Cyanide  in Command input coding problem (Started by Diek Stiekem May 13, 2022, 08:20:14 pm
 Board: M.U.G.E.N Development Help

I assume "doesn't work" means the normal attack comes out instead. Move this above that changestate.