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Minakata Moriya

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Messages by Minakata Moriya

    

Re: Samurai Shodown! 2 Special (tentative title)

 October 28, 2020, 05:45:56 PM View in topic context
 Posted by Minakata Moriya  in Samurai Shodown! 2 Special (tentative title) (Started by Minakata Moriya October 17, 2020, 03:10:24 AM
 Board: Projects

Just a few screens as we go.




    

Re: p2stateno in hitdef ignores hitpause?

 October 23, 2020, 12:34:29 AM View in topic context
 Posted by Minakata Moriya  in p2stateno in hitdef ignores hitpause? (Started by Minakata Moriya October 22, 2020, 11:21:48 PM
 Board: M.U.G.E.N Development Help

Good to know. Thank you!
    

Re: p2stateno in hitdef ignores hitpause?

 October 22, 2020, 11:43:42 PM View in topic context
 Posted by Minakata Moriya  in p2stateno in hitdef ignores hitpause? (Started by Minakata Moriya October 22, 2020, 11:21:48 PM
 Board: M.U.G.E.N Development Help

So... drop the p2stateno and instead use TargetState with a trigger of movehit?
    

p2stateno in hitdef ignores hitpause?

 October 22, 2020, 11:21:48 PM View in topic context
 Posted by Minakata Moriya  in p2stateno in hitdef ignores hitpause? (Started by Minakata Moriya October 22, 2020, 11:21:48 PM
 Board: M.U.G.E.N Development Help

I'm attempting to set up a special gethit state, where P2 is knocked straight back for a bit, then trips and falls on their back. I have the state working just as intended, but the issue is that any hitdef that uses p2stateno seems to ignore hitpause and sends P2 immediately into the target state. I thought maybe I could use an intermediary state to simulate the hitpause, but I was hoping to be able to use GetHitVar(hitshaketime) to tell when to properly begin the slide backward. But this isn't working:
Code:
;=== Knockback Stumble Fall ===
[Statedef 7010]
type    = S
movetype= H
physics = N
velset = 0,0
anim = 7010

[State 7010, Debug]
type = DisplayToClipboard
trigger1 = 1
text = "GetHitVar(hitshaketime): %d"
params = GetHitVar(hitshaketime)

[State 7010, EndHitPause]
type = ChangeState
trigger1 = HitPauseTime = 0
;trigger1 =  time = GetHitVar(hitshaketime)
value = 7011

[Statedef 7011]
type    = S
movetype= H
physics = N
velset = -7,0
anim = 7011

[State 7010, Trip]
type = ChangeState
trigger1 = time = 14
value = 7015


[Statedef 7015]
type    = A
movetype= H
physics = N
velset = -3.5,-4
anim = 7015

[State 7015, Gravity]
type = Gravity
trigger1 = 1

[State 7015, End]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100

Is it possible to use GetHitVar to get the precise hitpause time? None of the parameters seem to work like I need it to. Any assistance is greatly appreciated. :)
    

Re: Marvel Vs DC full game development (original 3d designs)

 October 22, 2020, 12:33:09 AM View in topic context
 Posted by Minakata Moriya  in Marvel Vs DC full game development (original 3d designs)  (Started by MDCGD October 19, 2020, 02:27:55 AM
 Board: Projects

This looks really nice, and maybe I'm just weird, but I'd suggest cutting some frames to punch up the motion. A little jerkiness can be really effective to sell speed and impact. If you've any 2D artistic talent, maybe a little bit of motion smear applied in the right places (especially for someone like Flash) would go a long way.

Looks extremely promising, either way, and it'll be cool to see what's next. :)
    

Re: Samurai Shodown! 2 Special (tentative title)

 October 21, 2020, 06:34:00 PM View in topic context
 Posted by Minakata Moriya  in Samurai Shodown! 2 Special (tentative title) (Started by Minakata Moriya October 17, 2020, 03:10:24 AM
 Board: Projects

Bust DM coming right along... the super portrait is a placeholder, obviously taken from the NGPC.

    

Re: How to freeze combo counter?

 October 21, 2020, 03:36:23 PM View in topic context
 Posted by Minakata Moriya  in How to freeze combo counter? (Started by OMEGA R. October 19, 2020, 07:08:26 AM
 Board: Introductions and Guides

If you have the opponent in a dizzy state, as long as movetype = H, it should maintain the combo counter. The HitAdd will also only work if P2's movetype is H, I've just found.
    

Re: How to freeze combo counter?

 October 20, 2020, 10:53:02 PM View in topic context
 Posted by Minakata Moriya  in How to freeze combo counter? (Started by OMEGA R. October 19, 2020, 07:08:26 AM
 Board: Introductions and Guides

Not 100% certain I follow your intent, but if you want hits to not add to the combo counter, you can set "numhits = 0" in the hitdef, then use a HitAdd SCTRL to add however many hits you want to do once the animation continues. I'm having to do something similar with Ukyo's DM.
    

Samurai Shodown! 2 Special (tentative title)

 October 17, 2020, 03:10:24 AM View in topic context
 Posted by Minakata Moriya  in Samurai Shodown! 2 Special (tentative title) (Started by Minakata Moriya October 17, 2020, 03:10:24 AM
 Board: Projects

Sooooo... I'm an old hand at MUGEN from back in the DOS days, and quarantine has given me the perfect excuse to take up a project that I've been mulling over for literal decades.

For the past few months, I've been at work on a fullgame MUGEN project for a while. Specifically, a recreation of Samurai Spirits 64: Warrior's Rage/Samurai Spirits 2 Asura Zanmaden, with heavy influence from its demake, Samurai Shodown! 2 for Neo*Geo Pocket Color. With the help of an absurdly talented sprite artist who periodically frequents this place, I have set out to properly make a good 2D SamSho game. I'm an odd duck, with an irrational love for the flawed Hyper platform and a mild obsession with the aesthetic established in SS3, SSRPG, SS64, SS64WR, and (to a lesser extent) SSWR2 for the original PlayStation. With that in mind, my goal is to find a happy medium between the general feel and aesthetic of SS3/SSRPG and SS2019, to deliver a Neo*Geo-styled conversion of the first Samurai Shodown 3D titles.

Things are early yet, as I've only one completed character (Haohmaru), but the setup I've constructed makes the creation of subsequent characters much easier. Ukyo is coming along nicely, and as a preview, here's the mostly-finished WIP of his super. I'm a stickler for accuracy, and the intent is to make this game feel like a happy medium between SS3 and SS2019. I'm particularly in love with the general aesthetic of SS64, so I wanted to carry that over to a 2D game.

Portraits will be changing to reflect the unified art style of the project's art director, but the one seen is ripped directly from SS64. I also put a lot of work into making the super meter setup of Samurai Shodown 64, including the look and feel of it. Included is the ability for different character to gain POW at different rates and stay in POWed mode for different durations. I've also done some tweaking to the UI, as the video will show.

I hope you enjoy. Stay tuned for more updates as things progress.
    

Re: Fix all your command issues with the EXPLODsive Buffering system!

 October 13, 2020, 03:15:28 AM View in topic context
 Posted by Minakata Moriya  in Fix all your command issues with the EXPLODsive Buffering system! (Started by Jmorphman August 03, 2017, 09:52:01 PM
 Board: Code Library

If you have any questions or need new commands made ask me or JMM. We update the .txt file when we make new commands to help maintain a standard. We will make any command you need :)

Think you could possibly make a 1236/3214 command? Might also need a 12369 and 32147. Thanks in advance for your time. :)
    

Re: Getting a helper to read P2's variables?

 September 30, 2020, 03:36:06 PM View in topic context
 Posted by Minakata Moriya  in Getting a helper to read P2's variables? (Started by Minakata Moriya September 28, 2020, 05:52:52 PM
 Board: M.U.G.E.N Development Help

Fixed with putting a parentvarset in the helper projectile state.

Code:
[State 1050, ReflectStrength]
type = ParentVarSet
trigger1 = time = 0
var(11) = 0

That makes this work like a charm.

Code:
[State 1000, Projectile]
type = Helper
trigger1 = time = 0
trigger1 = enemy, Name = "testname"
name = "Proj Reversed"
id = 1050 + (enemy, var(11) * 10)
postype = p1
pos = 80, 0
stateno = 1050 + (enemy, var(11) * 10)
ownpal = 1

Thanks, everyone.
    

Re: Getting a helper to read P2's variables?

 September 29, 2020, 09:31:02 PM View in topic context
 Posted by Minakata Moriya  in Getting a helper to read P2's variables? (Started by Minakata Moriya September 28, 2020, 05:52:52 PM
 Board: M.U.G.E.N Development Help

I suspect I may well be overcomplicating things. If I can just find a way to read the P2 helper projectile's name, that would do it. But I seem to be unable to figure out how to make sure I'm getting the P2 helper's name and not P2's name.
    

Re: Getting a helper to read P2's variables?

 September 29, 2020, 03:30:17 PM View in topic context
 Posted by Minakata Moriya  in Getting a helper to read P2's variables? (Started by Minakata Moriya September 28, 2020, 05:52:52 PM
 Board: M.U.G.E.N Development Help

It is. There's a lot of shared code, and none of the characters are going to work in vanilla MUGEN.
    

Re: Getting a helper to read P2's variables?

 September 28, 2020, 10:16:34 PM View in topic context
 Posted by Minakata Moriya  in Getting a helper to read P2's variables? (Started by Minakata Moriya September 28, 2020, 05:52:52 PM
 Board: M.U.G.E.N Development Help

Correct. In essence, the helper absorbs and kills P2's projectile and summons a copy of it to send back at P2.
    

Getting a helper to read P2's variables?

 September 28, 2020, 05:52:52 PM View in topic context
 Posted by Minakata Moriya  in Getting a helper to read P2's variables? (Started by Minakata Moriya September 28, 2020, 05:52:52 PM
 Board: M.U.G.E.N Development Help

I'm working on a projectile reflect setup, and I've gotten it functioning, except for one thing: I need the newly generated "reflected" projectile to have variable speeds, depending on the type of projectile being reflected.

The method I thought to try was to put this in the projectile summon state.
Code:
[State 1050, ReflectStrength]
type = VarSet
trigger1 = time = 0
var(11) = [between 0 and 2]

My projectiles are helpers in this case, and the reversaldef is being triggered by a helper...

Code:
[State 1000, Projectile]
type = Helper
trigger1 = time = 0
trigger1 = enemy, Name = "testname"
name = "Proj Reversed"
id = 1050 + (enemy, var(11) * 10)
postype = p1
pos = 80, 0
stateno = 1050 + (enemy, var(11) * 10)
ownpal = 1

The idea being that it would read that 0/1/2 and then summon the projectile from state 1050, 1060, or 1070, as appropriate. But no such luck. I tried putting that varset inside the original projectile helper state, too, but still nothing. It only ever calls the helper at state 1050. Anyone have any ideas? Thanks in advance.
    

Re: Buffering issue in turn state?

 September 25, 2020, 05:27:48 PM View in topic context
 Posted by Minakata Moriya  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

I will dig into this. Thank you!
    

Buffering issue in turn state?

 September 25, 2020, 04:48:08 PM View in topic context
 Posted by Minakata Moriya  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

Hi all,

I've run across an odd issue. The character I'm making uses both 623+A (uppercut) and 421+A (leaping body projectile) motions. Here's the scenario:

  • Leap over P2
  • Input either 421+A or 623+A move on landing
  • Opposite move comes out

For instance, if I jump over the enemy and immediately input 623+A (in the direction of the opponent, opposite of how I just jumped) to try to do the upper immediately on landing, it behaves as if I'd done 421+A instead. I did some fiddling to see if I could fix this, but the results have been inconsistent, at best.

I implemented a variable to determine if you're behind the opponent and facing the same direction...
Code:
[State -1, TurnReset]
type = VarSet
trigger1 = 1
var(2) = 0


[State -1, VarSet] ; Trying to fix buffering issue on inputting a move during turn
type = VarSet
trigger1 = (ScreenPos X > (enemy, ScreenPos X)) && facing = 1
trigger2 = (ScreenPos X < (enemy, ScreenPos X)) && facing = -1
var(2) = 1
ignorehitpause = 1

And I tried two different approaches to the triggers in the CMD...

Code:
[State -1, A Uppercut]
type = ChangeState
value = 1100
trigger1 = command = "upper_x" && trigger1 = var(1) ;Use combo condition (above)
trigger2 = command = "rdp_x" && var(2)
ignorehitpause = 1

[State -1, A BodyProjectile]
type = ChangeState
value = 1200
trigger1 = command = "rdp_x" && trigger1 = var(1) ;Use combo condition (above)
trigger2 = command = "upper_x" && trigger2 = var(2)
ignorehitpause = 1

The other method...
Code:
[State -1, A Uppercut]
type = ChangeState
value = 1100 + (100 * var(2))
triggerall = command = "upper_y"
trigger1 = var(1) ;Use combo condition (above)
ignorehitpause = 1

[State -1, A BodyProjectile]
type = ChangeState
value = 1200 - (100 * var(2))
triggerall = command =  "rdp_y"
trigger1 = var(1) ;Use combo condition (above)
ignorehitpause = 1

I'm sure I can't be the only one who's run into this quirk of MUGEN. Has anyone found a way to work around this? Thanks in advance.
    

Re: Expressions using Life/LifeMax not calculating correctly

 September 01, 2020, 01:01:44 AM View in topic context
 Posted by Minakata Moriya  in Expressions using Life/LifeMax not calculating correctly (Started by Minakata Moriya August 31, 2020, 10:13:01 PM
 Board: M.U.G.E.N Development Help

That pushed me much further along the way. I did find that it was due to MUGEN trying to force an integer when I tried dividing by 1000.0 for the hell of it.

Since the value is meant to be inversely proportional to the life, this is what worked.

value = ceil(1280 * abs(((life%lifemax)* 0.001)-1))

It's ugly, but it does the trick. Thanks for your help!
    

Re: Expressions using Life/LifeMax not calculating correctly

 August 31, 2020, 11:35:25 PM View in topic context
 Posted by Minakata Moriya  in Expressions using Life/LifeMax not calculating correctly (Started by Minakata Moriya August 31, 2020, 10:13:01 PM
 Board: M.U.G.E.N Development Help

Same result, I'm afraid. :/

I put "floor(1280 *(life / lifemax))" as a param in DisplayToClipboard, and it shows 1280 as long as life is full, and it immediately drops to zero as soon as a single hit is taken.

Similarly, the timer variable gets set to 0 if not at full life. I tried using ceil() instead of floor() with the same result, and just "1280 *(life / lifemax" didn't make a difference. It's all or nothing.
    

Expressions using Life/LifeMax not calculating correctly

 August 31, 2020, 10:13:01 PM View in topic context
 Posted by Minakata Moriya  in Expressions using Life/LifeMax not calculating correctly (Started by Minakata Moriya August 31, 2020, 10:13:01 PM
 Board: M.U.G.E.N Development Help

I'm attempting to set a variable as a timer, determined by how full the player's life is at the time of triggering.

The max value is 1280, assuming the player has almost no health at the time.

[State 780, Activate]
type = VarSet
trigger1 = animelem = 4
v = 10
value = 1280 * floor(life / lifemax)

This works just fine if the player has taken no damage. I did some Displaytoclipboard fiddling to see what the expression is returning, and it's always int 1 if life = 1000, and 0 if it's anything else. I tried using VarSet to just pull the values to do the calculation elsewhere, and the behavior is the same. Even if I just hard-code 1000 instead of lifemax, it still returns a boolean value. Am I missing something, or is this a bug? Presumably the former, but one never knows.