YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

****
Vans is Offline
Contact Vans:

Vans

Contributor

Messages by Vans

    

Re: Code-heavy character mirror matches cause multiple glitches.

 February 25, 2021, 07:52:21 AM View in topic context
 Posted by Vans  in Code-heavy character mirror matches cause multiple glitches. (Started by Kolossoni February 25, 2021, 04:38:32 AM
 Board: M.U.G.E.N Development Help

or is it that the character itself is badly coded?
I don't think it's the latter since everything works fine when he/she is on their own.

Badly coded is the correct term. A helper is essentially a complete clone of the character in terms of memory strain on the engine. If a character is constantly hitting the 56 helper limit, then there is a serious optimization problem.

Lack of proper helper optimizations is common, especially with the advent of faster computers. In winmugen days it was enough to spawn / respawn a set of 2 or 3 helpers in quick succession to slow down the engine on Haswell quad cores (which were top of the line computers at the time). If you wanted your character to not lag the engine, you had to get creative about optimizing the effects you were trying to produce.
    

Re: Does this site has any rule against Youtube and social media links.

 January 22, 2021, 05:06:30 AM View in topic context
 Posted by Vans  in Does this site has any rule against Youtube and social media links. (Started by orochi_kyo January 18, 2021, 02:03:27 AM
 Board: Feedback

OK, please hear me out:

- Back in the early 2000s we were supposed to post the Author's website, where the download link could be found. Authors would have VISIT COUNTERS (clout?) and these days they even have PATREON and PAYPAL Links. How is this "Visit my Youtube channel!" any different?

I agree with this position.

YouTube is now a modern equivalent of a blog for many people. It should be treated like a regular website. Youtube is free and the information posted in it will never go down, unlike privately hosted websites.
    

Re: Athena 98 Release. King and Takuma updated 21/01/2021

 January 21, 2021, 05:02:58 PM View in topic context
 Posted by Vans  in Athena 98 Release. King and Takuma updated 21/01/2021 (Started by Koop January 21, 2021, 02:07:43 PM
 Board: Your Releases, 1.0+

Hello guys!

Here is the official Athena 98' video showcase!



Happy release, everyone!
    

Re: Player One released Leona YS and Shermie YS + 2 new stages by NexT One

 January 01, 2021, 08:41:26 AM View in topic context
 Posted by Vans  in Player One released Leona YS and Shermie YS + 2 new stages by NexT One (Started by Yagoshi300 January 01, 2021, 08:35:37 AM
 Board: Found Releases 1.0+

That looks awful. :)
    

Feedback-Signature discussion

 December 25, 2020, 02:12:22 AM View in topic context
 Posted by Vans  in Feedback-Signature discussion (Started by Vans December 25, 2020, 02:12:22 AM
 Board: Feedback

Hello, I am posting here because I don't know where to post this.

One of the this guy's GIFs in his signature is a ridiculous 1.5 mb, and the signature itself is huge.

I hope I do not need to comment on the fetish nature of the avatar.

https://mugenguild.com/forum/profile/ryou-75836

This signature is over 300 kb and arguably not safe for work:

https://mugenguild.com/forum/profile/arcbeast-92153

This signature is over 400 kb and the entire profile is something I would not categorize as safe for work either (he speaks about sex without a condom, really):

https://mugenguild.com/forum/profile/dead-or-alive-fan-5995

This one is safe for work, but the signature is HUGE and a ridiculous 600 kb:

https://mugenguild.com/forum/profile/capricorn-kid-87907


If the forum rules are no longer having a profile with a total data load under 250 kb, can the rules be updated to reflect this?

I am also not sure what the policy is on what type of content is allowed on profiles, but recently there have been profiles using avatars /  signatures with content which frankly makes me uncomfortable (see above).

I fully understand the desire of people wanting to share cool stuff they like in their profiles, but I am afraid we are hitting a moment in time where rules have to be made clear in what is okay to put, and what isn't. It makes the forum unnecessarily heavy to load because of an animated GIF of anime.

Loading one page of Guild (with all of the signatures above) far exceeds the size of one well optimized MUGEN character.
    

Re: Hakumen by Ichida

 December 23, 2020, 04:13:35 PM View in topic context
 Posted by Vans  in Hakumen v2.0 (Started by Ichida December 09, 2020, 02:35:53 PM
 Board: Your Releases, 1.0+

I only had a look through the video, and the combo system looks like something that I can only best describe as "spaghetti".

My recommendation is to spend a little more time and care in programming the behavior. There is still plenty of work to do to get him out of the oven, the character is substantially "under-cooked".
    

Re: Hyper Street Fighter Zero Character Creations

 December 22, 2020, 05:50:52 PM View in topic context
 Posted by Vans  in Hyper Street Fighter Zero Character Creations (Started by pating December 22, 2020, 05:29:53 PM
 Board: Idea Engineering

I heard that N-Mario already have the template of Hyper Street Fighter Zero but when I check upon it, it lacks the guard power gauge which is essential in the game's uniqueness.

In addition to a proper V-ISM mode.

Street Fighter Zero 3 V-ISM is the last remaining major open problem in MUGEN. It requires a handful of very sophisticated techniques and tricks to work.

Producing one proper template character would take roughly the same amount of effort as making 20 improper ones using this template. These are most likely the hardest characters to make right now. Perfect for a younger generation.  :)
    

Re: Aoi Kusanagi MUGEN CHAR

 December 16, 2020, 09:51:49 AM View in topic context
 Posted by Vans  in Aoi Kusanagi MUGEN CHAR (Started by Blue_blood December 16, 2020, 03:28:33 AM
 Board: Projects

Hello Blue_blood! It is nice to see you are still active in the MUGEN scene. Congratulations!

Are you active currently in any Discord communities or such? I would like to catch up with you, if that is at all possible.

Best wishes,



Vans.
    

Re: Reverse engineering Mugen with Ghidra?

 November 24, 2020, 04:49:52 AM View in topic context
 Posted by Vans  in Reverse engineering Mugen with Ghidra? (Started by Fausto Mugen May 11, 2020, 04:32:44 AM
 Board: Development

MUGEN uses its proprietary scripting language. The Ghidra provided "source" is C++ I believe.

Either way, it is a complete waste of time for a professional. It is known that the MUGEN source code is already bad, but looking at it with zero labels makes it a nightmare to navigate. Efforts are better spent programming for next-gen engines like Blugen or Ikemen GO.
    

Re: [TUTORIAL] (飛び道具を跳ね返し方法)PROJECTILE REFLECTION

 October 22, 2020, 01:25:33 PM View in topic context
 Posted by Vans  in [TUTORIAL] (飛び道具を跳ね返し方法)PROJECTILE REFLECTION (Started by Vans February 09, 2017, 11:15:58 AM
 Board: Tips, Tricks, Tutorials

Muchas gracias amigo :),intentare implementar su codigo amigo es un gran aporte, ya que es lo que estaba buscando amigo haber si me sale amigo, esperando que me respondas y la parte 2 :)

Muchas gracias por los comentarios. Si tienes alguna duda, por favor no dudes en preguntar.

Hi Vans,

Dear Karma,

Thank you for your kind words. A good friend informed me about your post, and only now I am able to find some free time to reply to you.

That problem you show is indeed a bit odd. I only had a brief moment to look at your post and videos, and the only thing I noticed is the out-of-the-norm design of the hitboxes in your Whirlwind Slash projectile. Traditionally, Capcom and SNK projectiles use a bigger contact (CLSN2) box, which completely encloses the attack (CLSN1) box. However, I believe in your example this behavior is reversed, your attack box envelops the collision box, so this projectile design is non-standard. Some examples (Hotaru, using KOFXI boxes and Sagat by Jesuszilla, using CvS2 boxes):



I am not 100% sure if this is the cause of your problem, but it is what I could notice immediately.

I am afraid that without direct access to the characters I cannot make any further diagnostics.

You can find me on discord as Vans#9119. Please, do not hesitate to contact me if there are any more questions or comments.


Sincerely,


Vans.
    

Re: Buffering issue in turn state?

 September 27, 2020, 06:41:06 AM View in topic context
 Posted by Vans  in Buffering issue in turn state? (Started by Minakata Moriya September 25, 2020, 04:48:08 PM
 Board: M.U.G.E.N Development Help

This is a known bug in MUGEN, direction inputs are a mess. Fortunately, yes, there are work arounds for this, but is not that simple. I suggest you to look here:
http://mugenguild.com/forum/topics/fix-all-your-command-issues-explodsive-buffering-system-180772.0.html
IMO the best work around, It may look confusing and intimidating at first but if you read everything carefuly you'll see it's easier than it looks.

You don't need to do all of this if all you want to do is fix the reversed commands bug.

The reversed command bug happens because of the following reason: MUGEN has a command parser which continuously begins to read your joystick inputs (e.g. B,DB,D,DF,F etc) relative to your facing.

Notice how above the command actually say "back" and "forward" instead of joystick "left" and "right". This is because the command parser in MUGEN is relative to your character's facing. So if you want to input something like "D,DF,F", and your facing becomes flipped (for any reason, such as the opponent jumping over) then the detection will be broken.

Assume the following scenario: the opponent jumps over and your character's facing becomes flipped in the frame where you press "F" in the command you want to do. To the parser, it looks like you did "D,DF,B" as an input. Again, because it doesn't detect pure joystick motions, only ones relative to your facing. I already wrote about this: https://mugenguild.com/forum/msg.2365602

How to solve it:

1. You need an object that doesn't have the parser modified relative to its facing. So an object that cannot turn. Once you have this object, you can detect commands off of it.
2. You need to manually detect two versions of the joystick motion, the one facing left and the one facing right. The object above is now able to accurately tell you which motion was performed in the joystick, it is now your job to decide when you use a specific version at the appropriate time.

To fix it:

1. Create a helper with the keyctrl = 1 flag enabled (to detect commands). Make sure this helper cannot turn. Assume its number is 10971 for the purposes of my example.
2. If you want to detect a fireball like QCF, please make two copies of the command in your .CMD, one is facing right "QCF" and one is facing left, "QCB". You need both.
3. In your Statedef -1, now you need to detect when it is appropriate to use each version of the command. Your trigger would look something like this:

Code:
triggerall = cond(p2distx, (helper(10971),command="QCF"),(helper(10971),command = "QCB"))  

You shouldn't have problems while doing the motions any longer, because the reference point (the helper) no longer turns. This makes the parser accurately detect joystick motions.

I hope this helps.
    

Re: Diary of the creation of a P.o.t.S character Part 1: Basic Movements

 August 29, 2020, 03:20:31 PM View in topic context
 Posted by Vans  in Diary of the creation of a P.o.t.S character Part 1: Basic Movements (Started by Ziltoid August 29, 2020, 03:06:50 PM
 Board: M.U.G.E.N Discussion

Nothing too fancy here, the reference code is pretty much unchanged from the original PotS Ryu. The statedef is 0, and unless you're doing this with some obscure character made by some madman living on a mountain, is always the same. This is the code I'll be putting

I don't mean to sound rude, but I think you should refrain from such statements.
    

Re: How to trigger every 2nd tick of every anime element

 August 08, 2020, 03:04:43 PM View in topic context
 Posted by Vans  in How to trigger every 2nd tick of every anime element (Started by beterhans August 08, 2020, 11:40:21 AM
 Board: M.U.G.E.N Development Help

Code:
triggerall = Anim = 3100
triggerall = animelemtime(11) >= 0 && animelemtime(34) <= 1
trigger1 = animelemtime(animelemno(0)) = 1

However, be careful with this during pauses / superpauses (including your original version).
    

Re: KOF Sakura, Neowave Geese beta. All of my characters reuploaded.

 August 05, 2020, 01:13:02 PM View in topic context
 Posted by Vans  in KOF Sakura, Neowave Geese beta. All of my characters reuploaded. (Started by Vans May 15, 2020, 07:46:36 AM
 Board: Your Releases, 1.0+

Hello, thank you for letting me know! Perhaps it should allow for requests now.

I am very sorry if I missed messages before, please contact me again and I will try to reply as soon as I can. My message box is a little big.

    

Re: KOF Sakura, Neowave Geese beta. All of my characters reuploaded.

 August 02, 2020, 05:44:44 PM View in topic context
 Posted by Vans  in KOF Sakura, Neowave Geese beta. All of my characters reuploaded. (Started by Vans May 15, 2020, 07:46:36 AM
 Board: Your Releases, 1.0+

Hello!

Thank you so much for your report, I really appreciate it.

I am very sorry about this, I am guessing this is "Iori_RW". He is indeed incomplete, I was programming a new patch for my Iori to bring him up to the same standard as Xiangfei, Hotaru, Jenet, etc. Sadly, I have not finished it yet.

I have moved this archive to the "Beta" section, and uploaded what I believe to be the original archive of Iori_LB. I hope this one works fine.

I am very sorry about this.

By the way, I am also reachable on Discord via Vans#9119. Please feel free to contact me if there's any more questions or comments that maybe don't need to go in the topic.

Thank you so much.
    

Re: King from KOF 98 released by KoopaKoot

 July 29, 2020, 05:58:25 PM View in topic context
 Posted by Vans  in King from KOF 98 released by KoopaKoot (Started by walt July 27, 2020, 10:57:03 PM
 Board: Your Releases, 1.0+

Sorry for the wait! Here is a video with some combo ideas and a showcase of all her different intros and winposes, in glorious 720p at 60 fps.



Please enjoy it and make sure to follow us on your favorite social network of choice!

All of your likes, retweets, comments and support mean the world to us.

Stay tuned for more content!!
    

Re: bot report 2016 - skynet's invasion has begun

 July 27, 2020, 04:28:51 PM View in topic context
 Posted by Vans  in bot report 2016 - skynet's invasion has begun (Started by Titiln August 31, 2010, 06:32:38 PM
 Board: Feedback

    

Re: Mugen Game: RoboCop - Reboot of Law Enforcement

 July 16, 2020, 03:34:20 PM View in topic context
 Posted by Vans  in Mugen Game: RoboCop - Reboot of Law Enforcement (Started by Ryou Win June 07, 2016, 02:35:30 PM
 Board: RoboCop TROLE

Dear Ryou Win,

I watched the video of your new character Jiban when you posted last Friday, and was hoping to leave you a comment earlier. I expected someone else to comment before I did, so I am surprised your release doesn't have as much exposure as it should.

I wanted to mention that your video brought a big smile to my face, this is one of the most creative works to have graced the engine for quite some time. The amount of care and attention that you put into every single detail is very remarkable. I believe that your game project resembles some of the late 90s digitized "indie" fighting game titles that exist in Japan, and I have no doubts that a full game in this style would prove very popular with fans of this style of game.

Big congratulations friend.  :)
    

Re: Character of the Month: May 2020 Nominations

 June 13, 2020, 05:19:26 PM View in topic context
 Posted by Vans  in Character of the Month: May 2020 Nominations (Started by 【MFG】gui0007 June 08, 2020, 02:51:57 PM
 Board: Contributions of the Month

Hello!

I really appreciate everyone for considering my version of Dark Girl's Sakura for CotM, thank you so much for nominating her.

I am sorry if this sounds out of line, but I would like to request for her to not be considered for this contest at this moment in time.

Her coding is not complete yet, and I would like her to compete for such an award when the code and gameplay has been polished. I want to deliver my absolute best as a coder before declaring an official release, also out of respect for Dark Girl since this character is dedicated to her and her contributions to the community.

I can also understand if this out of the scope of the rules of the contest. I hope this is not too much to ask.


    

Re: Isabeau Incarnate/Isabeau (True Form) [Kula Clone] and THE POWER OF LOVE???

 May 21, 2020, 07:18:03 AM View in topic context
 Posted by Vans  in Isabeau Incarnate/Isabeau (True Form) [Kula Clone] and THE POWER OF LOVE??? (Started by LunaTuna May 19, 2020, 07:06:44 PM
 Board: Your Releases, 1.0+

Hello.

I tried this character from the perspective of the player, so I can't comment on the AI.

I was initially not sure which pieces were programmed by you and which pieces were carried over from Juke Kisaragi, as she is a very talented creator. However, she has many problems at adapting KOF style and many signature issues are a staple of her work.

I would like to mention to the people reading the thread that the coding is brand new and that it was done by yourself, and you deserve recognition for that.

The character is very well made, it follows KOF style movement decisions and the attention to detail is top notch.

Some comments:

- One gripe is that she does not appear to be using KOF style hitdefs and cornerpush, however, this is easily patched if desired.
- Most of her projectile moves appear to be using projectile controllers which is very light on memory and resources. However, this puts her at a huge gameplay disadvantage, as most "pots" style characters disregard old projectiles and even regular hadoukens will cancel basically all of them out. Perhaps a new update would see her projectiles become a little more modern, but I am not insisting on it.
- There are some instances of "trigger1 = 1" being used throughout the coding which I highly advise against. This is because in MUGEN there exists a special moment in time, "time = -1" in-between states where such pieces of code will trigger. This can cause really bad bugs, so I advise to adopt the more friendly "time >= 0" trigger in these cases. For 99% of most cases, "time >= 0" is what the author means when they use "trigger1 = 1".

I would like to close by mentioning that I hope to see more work from you.

Congratulations.