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Cyanide

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Messages by Cyanide

    

Re: How to trigger fall from air after power drops to zero

 December 29, 2021, 08:54:18 PM View in topic context
 Posted by Cyanide  in How to trigger fall from air after power drops to zero (Started by CHAOS13 December 20, 2021, 09:47:54 PM
 Board: M.U.G.E.N Development Help

You can do a relatively simple changstate value 50 when power <= 0. Just choose precisely when you need it. 50 is jump and he'll just fall. State -1 or in the flying state itself.
    

Re: helpers and negative states

 December 29, 2021, 08:51:56 PM View in topic context
 Posted by Cyanide  in helpers and negative states (Started by onomamashinee December 19, 2021, 03:14:40 PM
 Board: M.U.G.E.N Development Help

You can give helpers access to state -1 by assigning keyctrl = 1 on their creation. Can use the assertspecial then. But you do need to be careful to lock off normal change states so the helper can't use them if you do that.

If you use helpertype = player you get access to state -2 -3. However you still want to lock the helper down AND p2 will turn to face helpers set up like this and i have a massive preference that nobody uses the player type helper. Just cos it does cause bugs for opponents that are your fault.
    

Re: how to add a flames particle to a character?

 November 19, 2021, 02:10:43 AM View in topic context
 Posted by Cyanide  in how to add a flames particle to a character? (Started by Aryze November 18, 2021, 10:15:51 PM
 Board: M.U.G.E.N Development Help

Spawn a helper or explod. Bind it to the player and positioning thats closest to the head. If you want to get fancy just use a helper but bind the explod differently depending on animation and frame. Heads not static after all.
    

Re: Random sending P2 into custom gethit from a hitdef

 November 15, 2021, 10:59:32 AM View in topic context
 Posted by Cyanide  in Random sending P2 into custom gethit from a hitdef (Started by Momotaro November 14, 2021, 04:50:03 PM
 Board: M.U.G.E.N Development Help

If you use the movehit trigger whichever random method you use wont have much effwct cos itll try on every tick of contact. He might not go custom on tick 1 but by tick 10 its a guarantee.

Use movehit = 2 or something instead.
    

Re: Character still untouchable even after adding blue boxes and deleting NotHitBy s

 November 12, 2021, 07:23:04 AM View in topic context
 Posted by Cyanide  in Character still untouchable even after adding blue boxes and deleting NotHitBy s (Started by Redben November 01, 2021, 01:02:15 PM
 Board: M.U.G.E.N Development Help

Well you don't want any nothitbys or hitbys in play at all. That said it sounds like the character has super armour as well and you've managed to break it.

If its using the helper style super armour... give up. Or recode it yourself from the sff and air file. Fixing that is almost as much as coding it anyway.
    

Re: How To Prevent Special Attacks From Cancelling Flight?

 November 07, 2021, 10:04:25 AM View in topic context
 Posted by Cyanide  in How To Prevent Special Attacks From Cancelling Flight? (Started by Ki$@1st456v November 02, 2021, 10:54:16 PM
 Board: M.U.G.E.N Development Help

Statedef -2 is normally in the cns. What that version does and it doesnt rely on commands is checks if you are in a standing state but not on the ground. If thats the case it puts you into flight.

Alternatively at the end of any air attack just add a new changestate to send you back to flight when the state is done. So rather than 0 you go to 1500 or whatever it is.
    

Re: How to make simple custom gethit state ?

 November 06, 2021, 11:49:41 PM View in topic context
 Posted by Cyanide  in How to make simple custom gethit state ? (Started by Momotaro November 06, 2021, 06:29:34 PM
 Board: M.U.G.E.N Development Help

Copy code from common1. Change animations as needed. Alter other bits as needed. Custom state just means they use your code. If the code it written you can use it.
    

Re: Character still untouchable even after adding blue boxes and deleting NotHitBy s

 November 06, 2021, 12:33:55 PM View in topic context
 Posted by Cyanide  in Character still untouchable even after adding blue boxes and deleting NotHitBy s (Started by Redben November 01, 2021, 01:02:15 PM
 Board: M.U.G.E.N Development Help

Press ctrl+c to turn on clsns. What colour are they? Are they actually there? Blue means you're missing. Teal means nothitby or hitby are in effect. No hitboxes means you havent hit the anim its using with your new hitboxes
    

Re: How To Prevent Special Attacks From Cancelling Flight?

 November 06, 2021, 12:31:18 PM View in topic context
 Posted by Cyanide  in How To Prevent Special Attacks From Cancelling Flight? (Started by Ki$@1st456v November 02, 2021, 10:54:16 PM
 Board: M.U.G.E.N Development Help

Thats  lot of unnecessary code to decipher. For any move if you can access it during flight you code it so the changestate OUT leads back to flight. This is as simple as another changestate working on pos y> 0 sending you to flight instead of 0. Or you can use a state -2 to send you to flight if statetype = S ctrl is 1 and pos y> 0
    

Re: How To Code Characters To Attack While Flying?

 November 01, 2021, 11:14:12 AM View in topic context
 Posted by Cyanide  in How To Code Characters To Attack While Flying? (Started by Ki$@1st456v October 29, 2021, 05:48:09 PM
 Board: M.U.G.E.N Development Help

No you do it all from the cmd. Rather than ctrl or statetype you just trigger all your normal attacks from stateno = flight. Doing it all from within the cns is a bit mad.
    

Re: How To Code Characters To Attack While Flying?

 November 01, 2021, 03:32:50 AM View in topic context
 Posted by Cyanide  in How To Code Characters To Attack While Flying? (Started by Ki$@1st456v October 29, 2021, 05:48:09 PM
 Board: M.U.G.E.N Development Help

Depends on if the air attacks are just ground attacks again or air versions. We can make a quick and simple broken one just by adding a stateno = flight state to the cmd for any attafk you want to work while flying. Ctrl triggers may need changing but thats the simplest method. Then you can fix stuff up after that. Its how dbz characters did it back in the day.
    

Re: How to make helper with its own HP

 October 22, 2021, 10:51:31 AM View in topic context
 Posted by Cyanide  in How to make helper with its own HP (Started by WastedCoder October 15, 2021, 07:55:16 PM
 Board: M.U.G.E.N Development Help

Iirc helpers spawn with their parents life value although they can't die. So they start at 1000. I forget if you can spawn them with different health values but variables is the most reliable way to manage a helpers existence as they have thier own set of 60.
    

Re: How to pull p2

 October 22, 2021, 10:47:20 AM View in topic context
 Posted by Cyanide  in How to pull p2 (Started by honeymoon October 22, 2021, 03:11:33 AM
 Board: M.U.G.E.N Development Help

Easy one first. To display additional sprites beyond your character you use type = explod. That lets you put a non damaging non pushable sprite on the screen anywhere you like with limited ability to move it around.

To turn the bacground black its just bgpalfx.

Both of these are in the docs.

Regarding trapping p2. It really depends on the behaviour you need. If all you want to do is lock them in one place for a bit use an extended hittime and pausetime to freeze them in place while you do stuff. If its more than that you'll need to describe things in detail.
    

Re: How to convert drawings in mugen sprites

 October 14, 2021, 07:27:47 AM View in topic context
 Posted by Cyanide  in How to convert drawings in mugen sprites (Started by demongorne October 06, 2021, 05:49:44 PM
 Board: M.U.G.E.N Development Help

Still using pencil dude. Use a flatter medium like a ball point or a felt tip before you scan. Pencil will make your life hell.
    

Re: Hmmmmm.... I'm a pre-beginner to making Mugen Characters- just a few questions..

 October 14, 2021, 07:25:29 AM View in topic context

MS paint is just the most available. Everyone with windows has it and its easy to use. However depending on your skills you may struggle with doing what you want. Mouse drawing isn't for everyone.

Mugen sprites are mostly 8bit. That means they are limited to 256 colours with 1 being transparent. If you use 1.1 you can use alpha channels but its impossible to set these up in mspaint and tbh i don't think anyone has bothered on the character front.

Draw lots of pictures. Anything you want the character to do you draw each bit of it to make that happen. Like a flip book.

Get a jus character sprite. The internet has loads. Put it on your sheet as a guide.

Also be warned that from scratch is super hard and most people don't.
    

Re: How to convert drawings in mugen sprites

 October 11, 2021, 10:35:40 AM View in topic context
 Posted by Cyanide  in How to convert drawings in mugen sprites (Started by demongorne October 06, 2021, 05:49:44 PM
 Board: M.U.G.E.N Development Help

Its not about size but sprite cleanliness. Your drawing is very good. But its terrible to convert into a usable sprite. Look at all the messy half black half white bits that remove the clear cuts between 1 colour and another. Trace over it with a black pen. Preferably a nice one not a ballpoint. Then scan it in again. Don't add shading. If you want shading in the original do it with the end colour. Easier not to though. The fill tool will allow more consistency. 1st though you need clean lines.
    

Re: Corona virus...where do you live and how have your life changed

 October 08, 2021, 11:53:57 PM View in topic context
 Posted by Cyanide  in Corona virus...where do you live and how have your life changed  (Started by Cong Fu Man March 13, 2020, 01:36:56 AM
 Board: All That's Left

2nd pfizer is done. 5 days of sore arm. No other symptoms. Probable booster shot in the offing. NZ has got delta embedded now. So masks everywhere and more contact tracing. Previously it was just BAU for everyone. Not any more. Bit annoying but whatever.
    

Re: How to convert drawings in mugen sprites

 October 08, 2021, 11:49:36 PM View in topic context
 Posted by Cyanide  in How to convert drawings in mugen sprites (Started by demongorne October 06, 2021, 05:49:44 PM
 Board: M.U.G.E.N Development Help

So thats nicely detailed but pencil is a terrible medium for clean up. Before you bring it in i would trace your pencil with a solid coloured pen like a sharpie. Then scan that in. You may still need clean up but way less.

You can avoid some by making the scanned image 2 colours so its just b&w. Then clean artifacts. Then colour and shade. Or if you colour and shade the original. After you bring it in reduce the colour depth to remove unnecessary colours. Psp lets you say "my image has 8 colours" and itll do its best on merging the similar ones together.
    

Re: how to make mugen chars have dialogues intros and endings

 October 08, 2021, 11:45:34 PM View in topic context
 Posted by Cyanide  in how to make mugen chars have dialogues intros and endings (Started by Aarush6026 September 11, 2021, 07:59:04 PM
 Board: M.U.G.E.N Development Help

Ignoring the "easy in ikemen" in mugen just create the text in your favourite gfx program and use explod to chuck it on screen. There is another way that lets you do it via code and its pretty good. But just text=explod is very simple and anyone can do it with little effort
    

Re: Does targetvelset still work even if p2 has an active hitoverride?

 October 04, 2021, 03:17:15 AM View in topic context
 Posted by Cyanide  in Does targetvelset still work even if p2 has an active hitoverride? (Started by SaltAddict October 02, 2021, 11:26:03 PM
 Board: M.U.G.E.N Development Help

Iirc yes. Hitoverride means they have avoided being your target. At best using targetstate rather than p2stateno means you hit them rather than whiff but thats as good as it gets