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Messages by Trackiest head

    

Re: Arcade intro issues

 April 30, 2021, 04:47:15 PM View in topic context
 Posted by Trackiest head  in Arcade intro issues (Started by Trackiest head April 29, 2021, 12:17:20 PM
 Board: M.U.G.E.N Development Help

Okay, I've ported the character with the intro from the MUGEN installation I use for testing (vanilla 1.0) then ported it to my personal installation (1.1) and now it plays. Here's it:



    

Re: Arcade intro issues

 April 29, 2021, 09:40:19 PM View in topic context
 Posted by Trackiest head  in Arcade intro issues (Started by Trackiest head April 29, 2021, 12:17:20 PM
 Board: M.U.G.E.N Development Help

Mmmmm, the intro .def was there, double check and if there was a scripting error in intro.def MUGEN could’ve crashed with an error message instead of just skipping the intro. It’s just strange.
    

Re: Arcade intro issues

 April 29, 2021, 01:01:43 PM View in topic context
 Posted by Trackiest head  in Arcade intro issues (Started by Trackiest head April 29, 2021, 12:17:20 PM
 Board: M.U.G.E.N Development Help

No, the intro doesn’t play, at all. It goes straight to the VS screen.
    

Arcade intro issues

 April 29, 2021, 12:17:20 PM View in topic context
 Posted by Trackiest head  in Arcade intro issues (Started by Trackiest head April 29, 2021, 12:17:20 PM
 Board: M.U.G.E.N Development Help

Hi everyone.

I'm working on an arcade intro, it's the first one I'm doing, using KFM's as a reference.
Even though in theory I did everything as similarly written in the reference, the intro outright doesn't play when I start an
arcade run with the character.

Here's part of the .def file of the character:

Code:
[Arcade]
intro.storyboard = intro.def

And all the coding of the intro, it only consists of one scene with a slideshow.

Code:
[SceneDef]
spr = intro.sff
startscene = 0         ;Starting scene number (for debugging)

[Info]
localcoord = 640,480

;------------------------------------
[Scene 0]
; Fade
fadein.time = 12       ;Time to take for fading in
fadein.col = 0,0,0     ;Use 255,255,255 for white-fade
fadeout.time = 8
fadeout.col = 0,0,0
; Screen color
clearcolor = 0,0,0
; Overlay Anims (from 0 to 9)
layerall.pos = 0,61   ;Default position for all layers
layer0.anim =  0       ;Anim action number
layer0.offset = 0,0   ;Position offset
layer0.starttime = 0   ;Time to start display
; Music
bgm = intro.mp3        ;Name of music file to play
bgm.loop = 1
; Total time
end.time = 2000

[Begin Action 0]
0,0, 0,0, 400
0,1, 0,0, 350
0,2, 0,0, 350
0,3, 0,0, 300
0,4, 0,0, 400
0,5, 0,0, 500
0,6, 0,0, -1
    

Re: AI not doing autocombo.

 January 30, 2021, 06:17:11 PM View in topic context
 Posted by Trackiest head  in AI not doing autocombo. (Started by Trackiest head January 25, 2021, 02:49:23 PM
 Board: M.U.G.E.N Development Help

Okay, what I've done now is do everything above, except I've raised the random < ailevel * 4 to 36 and now I've coded in several more attacks and full combo routines and so far it's taking the intended shape.
    

Re: AI not doing autocombo.

 January 25, 2021, 09:25:31 PM View in topic context
 Posted by Trackiest head  in AI not doing autocombo. (Started by Trackiest head January 25, 2021, 02:49:23 PM
 Board: M.U.G.E.N Development Help

1. I said it in the OP, if those crtl’s aren’t there then my character becomes able to attack while receiving hits from the enemy, hence why they are in there, they are mandatory.

2.yes, he will mostly use his normal punches while the opponent is on the ground but also if the opponent is jumping yet in vertical range for the attack. I haven’t done it yet but he will not autocombo a crouching or grounded opponent.

3.this is provisional since the idea is that they AI uses his light punch thrice before proceeding to the three later portions of the autocombo.
    

AI not doing autocombo.

 January 25, 2021, 02:49:23 PM View in topic context
 Posted by Trackiest head  in AI not doing autocombo. (Started by Trackiest head January 25, 2021, 02:49:23 PM
 Board: M.U.G.E.N Development Help

Hi everyone.

I'm currently overhauling my character's AI and right now I'm trying to have my AI perform his autocombo (performed by the human player by mashing X) but so far I'm struggling to get it right.

This is how the coding currently is like.

Code:
;Combo 1
[State 205, autocombo 4]
type = ChangeState
triggerall = AILevel
triggerall = ctrl
triggerall = roundstate = 2
triggerall = statetype = S
triggerall = movetype != H
triggerall = p2bodydist y > -10
triggerall = p2statetype != L
triggerall = stateno = 204
triggerall = movecontact
trigger1 = p2bodydist x = [0,50]
value = 205

[State 204, autocombo 3]
type = ChangeState
triggerall = AILevel
triggerall = ctrl
triggerall = roundstate = 2
triggerall = movetype != H
triggerall = statetype = S
triggerall = p2bodydist y > -10
triggerall = p2statetype != L
trigger1 = stateno = 203
trigger1 = movecontact
value = 204

[State 203, autocombo 2]
type = ChangeState
triggerall = AILevel
triggerall = ctrl
triggerall = roundstate = 2
triggerall = statetype = S
triggerall = p2bodydist y > -10
triggerall = p2statetype != L
trigger1 = stateno = 200
trigger1 = movecontact
value = 203

[State 200, autocombo 1]
type = ChangeState
triggerall = AILevel
triggerall = ctrl
triggerall = roundstate = 2
triggerall = statetype = S
triggerall = p2statetype != L
triggerall = p2bodydist y > -10
trigger1 = random < ailevel * 4
trigger1 = stateno = 200
trigger2 = p2bodydist x < 50
value = 200

And in most cases it only makes my character use his light punch, without ever continuing with the other parts of the combo.

The closest I got to its intended effect is by erasing all triggerall = ctrl from the states, however this has the side effect of allowing him to combo out of hitstun.

Is there another way to get this done?
    

Re: MUGEN Video thread

 November 21, 2020, 09:02:25 PM View in topic context
 Posted by Trackiest head  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

Doing this with a KOF character might have been the last frontier in MUGENing, quite almost.


    

Re: MUGEN Video thread

 October 19, 2020, 01:16:24 PM View in topic context
 Posted by Trackiest head  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

Raoh: Thouzer, did you lay this egg?

    

Re: MUGEN Video thread

 October 09, 2020, 09:48:00 PM View in topic context
 Posted by Trackiest head  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

Magic is a joke

    

Re: Kyurem remake (beta) released

 August 29, 2020, 10:03:23 PM View in topic context
 Posted by Trackiest head  in Kyurem remake (beta) released (Started by Hiperhazz August 29, 2020, 02:06:42 PM
 Board: Your Releases, 1.0+

Those 3D sprites look very slick, I’ll try him out tomorrow.
    

Trackhead V1.0

 August 29, 2020, 11:39:22 AM View in topic context
 Posted by Trackiest head  in Trackhead V1.0 (Started by Trackiest head August 29, 2020, 11:39:22 AM
 Board: Your Releases, 1.0+

After 1+1 years of work, I finally managed to get my ponysona together for the MUGEN scene (with a helluva o' help of course).
Tailored with love to be fun to play as.

Preview video here.



At first I didn't thought of giving him custom AI but at the end I decided to try my luck, I tried to make it as balanced as possible (he gets harder from system difficulty 5 onwards), take note that I'm still new to AI coding so it might be far from perfect.

You can catch him here:

http://www.mediafire.com/file/nh4herlw14mj8pl/Trackhead+V1.0.zip/file

Downloading from this thread or the video above ensures that you are downloading the latest version available.

Special thanks to:

2OS, DeathScythe, DW, odb178 and Cyanide - Coding help

Nep Heart - Coding help and overall inspiration for gameplay.

Capcom, SNK, Sony and others- Assets used.

Many many others detailed in the Readme file included.

UPDATE 04/09/20

-Adjusted and fixed CLNS's in several GetHit animations

    

Re: MUGEN Video thread

 August 27, 2020, 07:31:31 PM View in topic context
 Posted by Trackiest head  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

Private early labour day pool party raided by bootleg orc.


Also, Robo Akatsuki



    

Re: Death animation problem

 August 24, 2020, 04:37:54 PM View in topic context
 Posted by Trackiest head  in Death animation problem (Started by Trackiest head August 23, 2020, 08:28:46 PM
 Board: M.U.G.E.N Development Help

Ok, what I've done is add a changestate that takes back to state 5150, which now has a ChangeAnim added. Also, to prevent looping I've used a Var in the Changestate of 5150 that leads to the death animation.
Thanks for the help you all.
    

Death animation problem

 August 23, 2020, 08:28:46 PM View in topic context
 Posted by Trackiest head  in Death animation problem (Started by Trackiest head August 23, 2020, 08:28:46 PM
 Board: M.U.G.E.N Development Help

Hi. I'm doing the last finishes to my WIP (there's a chance that it might get released in a few days).
Concretely his death animation that plays when the match is over.

While I have arranged the whole animation to play correctly, there's an issue which is that for whatever reason there's a pretty long time (around 10 seconds) before the opponent does his/her/its winpose as if there was an AssertSpecial SCTRL doing this, except theresn't any.

The state where the whole animation happens triggers right after state 5150 which is the "LieDead" state thanks to his ChangeState

Code:
[State 5150, ChangeState]
type = ChangeState
trigger1 = matchover = 1
value = 25000
ctrl = 0

And these are the CTRL's of the death animation itself.

Code:
;haha Tracky go boom
[statedef 25000]
type = S
physics = S
movetype = I
anim = 5120


[State 25000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 25001
ctrl = 0

[statedef 25001]
type = S
physics = S
movetype = I
anim = 25000


[State 25001, Explod]
type = Explod
triggerall = time > 10
trigger1 = gametime%180
anim = 8018
ID = 8018
pos = 10-random%120,0-random%120
postype = p1 
removetime = -2
scale = 1,1
ontop = 1

[State 25001, ChangeState]
type = ChangeState
trigger1 = time > 100
value = 25002
ctrl = 0

[statedef 25002]
type = S
physics = S
movetype = I
anim = 25001

[State 25002, Explod]
type = Explod
trigger1 = !time
anim = 8027
ID = 8027
pos = 0,-40
postype = p1
removetime = -2
scale = 1.25,1.25
ontop = 1

[State 25002, ChangeState]
type = ChangeState
trigger1 = time > 20
value = 25003
ctrl = 0

[statedef 25003]
type = S
physics = S
movetype = I
anim = 25002

[State 25003, Null]
type = Null
trigger1 = 1

Is there something I gotta add here?
    

Re: Clown by Ahuron Released 26-07-2020

 July 30, 2020, 12:30:14 PM View in topic context
 Posted by Trackiest head  in Clown by Ahuron Released 26-07-2020 (Started by oraora? July 25, 2020, 05:29:34 PM
 Board: Found Releases

Characters like those JMF robots are the reason of why Ahuron is one of my fav authors.
    

Re: MUGEN Video thread

 July 26, 2020, 08:20:30 PM View in topic context
 Posted by Trackiest head  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

My first real attempt at AI coding.

    

Re: AI attack looping infinitely

 July 23, 2020, 11:22:04 PM View in topic context
 Posted by Trackiest head  in AI attack looping infinitely (Started by Trackiest head July 23, 2020, 10:25:33 AM
 Board: M.U.G.E.N Development Help

Thanks for the tips, I’ll try my best then eventually share a video in the videos thread or anywhere else showing the progress once done,
    

Re: AI attack looping infinitely

 July 23, 2020, 10:33:54 PM View in topic context
 Posted by Trackiest head  in AI attack looping infinitely (Started by Trackiest head July 23, 2020, 10:25:33 AM
 Board: M.U.G.E.N Development Help

That random statement was just a non-working attempt at fixing the spam issue so it’s pretty much out of question.
Anyways, not much after posting this thread I’ve decided to start over with the AI coding since it was getting inconsistent,  buggy and just plain messy (and that because I’m not even remotely thinking to have easy-medium-hard states despite the fact I’m using AIlevel instead of Winane method). And given that this is my first real attempt at AI coding it was foreseeable that I was going to wreck it anytime soon.

For now I’m doing fine although I’m a bit confused whether if start with AI hyper and super moves or the basics but maybe I’ll get at least the basic work done in a couple of days although I don’t guarantee it will be state-of-the-art (pretty much like the whole WIP in general)
    

AI attack looping infinitely

 July 23, 2020, 10:25:33 AM View in topic context
 Posted by Trackiest head  in AI attack looping infinitely (Started by Trackiest head July 23, 2020, 10:25:33 AM
 Board: M.U.G.E.N Development Help

Hi.
I'm currently coding the AI of my WIP and I'm currently facing an issue with his tackle attack which for some reason keeps looping into itself and
as a result most of the time simply stays into place in the first frame of animation of that attack and when that doesn't happen, he simply spams the move when near the opponent.
 here's the code but not even the triggerall = stateno !=1300 (1300 is the state of the attack) or the random seem to do a thing.

Code:
[state 1300, tackle]
type = ChangeState
value = 1300
triggerall = ailevel
triggerall = stateno != 1300
triggerall = roundstate = 2
triggerall = statetype = S
triggerall = ctrl
trigger1 = p2bodydist x > 70 && random > 998
trigger1 = enemy, numproj = 0
trigger1 = enemy, numhelper = 0
trigger2 = p2stateno != [120,155]