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sergeus

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Messages by sergeus

    

Re: ELDER PREDATOR (based in Alien vs Predator movie) ***UPDATED sep/2023***

 September 28, 2023, 12:46:55 pm View in topic context
 Posted by sergeus  in ELDER PREDATOR (based in Alien vs Predator movie) ***UPDATED sep/2023*** (Started by sergeus July 20, 2008, 09:10:06 pm
 Board: Your Releases, older Mugen

Okay, so I played against the character and checked out some details and... despite the amount of time it took, it has many glaring issues. I'm not a specialist, but here is what I found:

  • His normals have infinite priority, which, I get that he wields a spear, but that doesn't mean said spear should have a giant red box and no blue box to make the Elder vulnerable.
  • His cloak ability makes him invulnerable as he transitions from non-cloaked and cloaked, which definitely should not be a thing.
  • His summon supers also make him invulnerable, and worse than that, the net super and bladed projectile supers are unblockable and deal a lot of damage. The summon that bombards you is blockable but it deals a lot of chip damage as well. I think all of those could be toned down by making the Elder stay vulnerable and able to attack, but drastically reduce the damage and utility of the assistance that the rookies give. Like, have the star-throwing one throw only two low damaging stars that are blockable to apply pressure, have the net one be a simple stun and the blast one be like two shots for zoning and also lower damage.

Thanks for this feedback! Some of those issues are really interesting to improve.
I must say that i didn´t work during 15 years in it, the fact is that i didn´t update the char in 15 years, hehehe
    

Re: ELDER PREDATOR (based in Alien vs Predator movie) ***UPDATED sep/2023***

 September 20, 2023, 11:34:55 pm View in topic context
 Posted by sergeus  in ELDER PREDATOR (based in Alien vs Predator movie) ***UPDATED sep/2023*** (Started by sergeus July 20, 2008, 09:10:06 pm
 Board: Your Releases, older Mugen

Updated to version 1.0, details in the first post
Thanks!
    

Re: Metal Alien + stage (Super Contra Arcade) for AVP Project

 September 10, 2023, 12:25:27 am View in topic context
 Posted by sergeus  in Metal Alien + stage (Super Contra Arcade) for AVP Project (Started by sergeus September 08, 2023, 11:31:17 pm
 Board: Your Releases, older Mugen

It looks like the char is a few years old already. But no matter. Here's some feedback:

- The character and the background colors are too similar. You could make the stage a bit darker, or give them different hues, or both
- It's too vulnerable to spamming crouching attacks. You could make it like if the char receives X hits or damage, it will retreat with invincibility. Or make every hit push it back
- The eggs take longer to hatch if you skip the intro. You should make them hatch in roundstate 2
- I don't know how it happened but there was one round where it stopped taking damage. I'd hit it but its life would not go below 500
- The helpers could do more damage
- If you stand still and let it come to you, sometimes it will stop at a range where it's not programmed to attack, so it'll just stand there

In a nutshell the char is hard to see but easy to beat.

Thanks for the feedback, PotS

Well, about the colours i tried to let the original ones (i agree, they are too similar and sometimes you can´t see right the char and the helpers),
The helpers are made to bother the player, not yo make a lot of damage, it was my intention.
I´ll have a look and fix those things you say, and yes, this char and the stage were made in 2020, but i didn´t released them...

Thanks again!!
    

Metal Alien + stage (Super Contra Arcade) for AVP Project

 September 08, 2023, 11:31:17 pm View in topic context
 Posted by sergeus  in Metal Alien + stage (Super Contra Arcade) for AVP Project (Started by sergeus September 08, 2023, 11:31:17 pm
 Board: Your Releases, older Mugen

Hi! i´m back again to bring you my new stuff for my Alien vs Predator Project: METAL ALIEN

Sprites ripped from Super Contra Arcade (1988) by Afruitaday! (metal alien) and Sledge (helpers), adapted to fit the standards of my AVP Project
This special character is not playable, only used by the CPU. The pack includes the stage and the original music.

You must defeat a flying metal alien, but be careful, it has some random helpers:
-A chestburster like alien and a worm from the intro (both of them appear from an egg)
-A facehugger like alien and a little drone during the fight
When the round begins, there could be up to 2 helpers and the metal alien is sleeping,
until you hit it for the first time. Then, the helpers will appear one by one.

Metal alien attacks:
-Inner jaws (normal)
-Inner jaws (close)
-Spit red acid
-Life regeneration (everytime it gets power level 3)
The char has 2 different intros and 1 win-pose (it flies away...)

A video of my youtube channel with a test of the char:



Download:
http://sergeusmugen.aluzinecomix.com/mugen/des.htm
Enjoy!
    

Re: HEROES GENESIS - Hiro Gameplay and Defense Mechanics

 June 22, 2020, 04:33:42 pm View in topic context
 Posted by sergeus  in (TIMES SQUARE W.I.P.) HEROES GENESIS - Save the cheerleader... (Started by Fob1aZ July 15, 2014, 12:36:56 pm
 Board: Projects

GREAT! love it! Nice work with this char, and all the project
    

Re: Alien vs Predator Project

 May 30, 2020, 12:08:46 pm View in topic context
 Posted by sergeus  in Alien vs Predator Project (Started by sergeus February 14, 2015, 09:46:50 pm
 Board: Projects

New char updated for the project: Alien Horde 2.0

Preview:



Info:
Spoiler, click to toggle visibilty

This special char will be released in a future Alien Pack 3 (with Alien Queen, Egg Chamber/Facehuggers and Infectoids/Chestbursters) and will be included in the full game, of course...
    

Re: Battle Master Stages by Vegaz

 May 21, 2020, 02:14:01 pm View in topic context
 Posted by sergeus  in Battle Master Stages by Vegaz (Started by Vegaz_Parrelli May 18, 2020, 07:44:41 pm
 Board: Your Releases, 1.0+

Wow! They look great! Love those old school stages
Nice job!
    

Re: P1 bind to a helper

 May 17, 2020, 09:34:11 am View in topic context
 Posted by sergeus  in P1 bind to a helper (Started by sergeus May 17, 2020, 12:55:14 am
 Board: M.U.G.E.N Development Help

When you say
  and the player position must be always the same of that helper.
Do you mean player 1, or player 2?
Also, are you having trouble moving the helper, or getting the character to move to it?
I mean player 1, it´s nothing to do with player 2
The character is always invisible, and no playable (it´s a special char, as my Control Box or  SNES Aliens)

type = posset
triggerall = numhelper(****)
trigger1 = -insert condition here-
x = helper(****),pos x
y = helper(****),pos y

 This is pretty much a common hack to emulating bindtohelper. You can also add to or subtract from (i.e.: helper(****),pos x-100 will always have you 100 pixels away from that helper's backside since what side the helper is facing is factored in) the helper's pos to adjust how many pixels your character will be next to or away from the helper in question as well.

Oh, i didn´t think on this way... Sometimes i take the most difficult way and don´t see the easier one... I´ll test it including this code in State -2

Thanks to both of you!


EDIT:   It works perfectly, Thanks again!!
As easy as:
[State -2, position]
type = posset
triggerall = numhelper(1002) = 1
trigger1 = roundstate >= 2
x = helper(1002),pos x
y = helper(1002),pos y
    

P1 bind to a helper

 May 17, 2020, 12:55:14 am View in topic context
 Posted by sergeus  in P1 bind to a helper (Started by sergeus May 17, 2020, 12:55:14 am
 Board: M.U.G.E.N Development Help

Hi!

I´m working in one of my crazy special chars, and i want to do this:
The main helper can move arround the stage, and the player position must be always the same of that helper.
It´s like bind to parent, but  just the opposite. P1 is always invisible. The idea is to make P2 go always in the direction of that main helper.

I hope i have explain it enough clearly...
Thanks in advance!
    

Re: Alien vs Predator Project

 May 11, 2020, 11:58:50 pm View in topic context
 Posted by sergeus  in Alien vs Predator Project (Started by sergeus February 14, 2015, 09:46:50 pm
 Board: Projects

Predator Warrior updated to version 2.0 (i hope the ultimate version for the full game). Here´s a test of the char:
    

Re: show a helper attached to the top edge of the screen

 May 04, 2020, 06:17:58 pm View in topic context
 Posted by sergeus  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

Y = 0 is the correct floor position, but it your anim is not in the 0 axis, it´s higher for example, it will reach the floor later... or sooner (i´m not sure right now)

Try only triggering with this:
[State 13504]
type = changestate
triggerall = Pos Y >= 0  &&  vel Y > 0     
trigger1 = 1                   
value = 13508

But before it, check the animation, must be in the axis
    

Re: show a helper attached to the top edge of the screen

 May 04, 2020, 12:03:54 am View in topic context
 Posted by sergeus  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

Great!

now we can speak about other two situation.. from the floor (but i think that i can do alone)
just how can i make the fireball disappear when it hits the floor? I can't use the frontedgebodydist on the floor!

Use the trigger "Pos Y >= 0  &&  vel Y > 0", it´s the moment that the helper touch the floor
    

Re: show a helper attached to the top edge of the screen

 May 03, 2020, 08:17:35 pm View in topic context
 Posted by sergeus  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

Have a look at the code of your Predator Raptor. The netgun attack. It could be something like this. Instead of take P2 on flight, make him walk back, for example (in that custom state), and when he´s near the edge of the screen, could appear the cage...
The fireball can pass through P2 as nothing happens...
    

Re: show a helper attached to the top edge of the screen

 May 03, 2020, 07:09:55 pm View in topic context
 Posted by sergeus  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

Let´s go on other ways of thinking...
Why doesn´t the fireball puts the P2 into a custom state when it hits him or pass him through?
In that state you put the P2 in the position you want, and add the helpers/explods needed for the cage effect...
    

Re: show a helper attached to the top edge of the screen

 May 03, 2020, 06:45:59 pm View in topic context
 Posted by sergeus  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

First thing to check: the helper type must be "normal", not "player". It could make it do strange things in the edge of the screen...
Second: Test it in different stages (maybe there could be problems with the bound of the concrete stage)
    

Re: WIPS 2020 by RobsonMSH

 May 03, 2020, 12:22:34 pm View in topic context
 Posted by sergeus  in WIPS 2020 by RobsonMSH (Started by RobsonMSH April 27, 2020, 11:54:55 pm
 Board: Projects

Great!
Love that Man-Thing sprites and anims
    

Re: show a helper attached to the top edge of the screen

 May 03, 2020, 01:04:24 am View in topic context
 Posted by sergeus  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

This is what i would do (if i have understand you correctly):

Code:
[Statedef xxxx]; this is the helper appearing from the player1
type = A
movetype = A
physics = N
sprpriority = 3
anim = xxxx; the fireball

[State xxxx, VELX]
type = VelSet
trigger1 = TIME = 0
x = 5 ; the velocity you want

[State xxxx, nopush]; i think you dont want it to be push...
type = playerpush
trigger1 = 1
value = 0

[state xxxxx, HO] ; if you want the fireball to be hit
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, NA, NP, NT, SA, ST, SP, HA, HT, HP
slot = 0
stateno = XXXX; state vanishing or exploding
ignorehitpause= 1

[State xxxx, ]; change to the new helper in the edge of the screen
type = ChangeState
trigger1 = frontedgebodydist <= 0
value = xxxx ; the state of the new helper

;--------------------------------------------------
[Statedef xxxxxx] ; new helper in the edge
type = A
movetype = A
physics = N
sprpriority = 3
anim = xxxx ; whatever...

[State xxxx, turn]
type = turn
trigger1 = anim = xxxx
trigger1 = animtime = 0

[State xxxx, VELINI]
type = VelSet
trigger1 = TIME = 0
x = 0

[State xxxx, nopush]
type = playerpush
trigger1 = 1
value = 0

[State xxxxx, 2] ; the hit or whatever you want
type = HitDef
trigger1 = 1
attr = S, NA
animtype  = light
damage    = 50,5
getpower  = 50
hitflag = MA
guardflag = MA
priority = 5, Hit 
pausetime = 0,0
sparkno = S920
guard.sparkno = S900
sparkxy = ceil(-8*const(size.xscale)), ceil(-30*const(size.yscale))
hitsound   = S2,0
guardsound = S3,0
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = ifelse(p2movetype=H, -2, -6),ifelse(p2movetype=H, -5, 0)
airguard.velocity = -4,-3
air.velocity = -4,-5
fall = 0
air.fall = 1
persistent = 0

[state xxxx, 0] ; if you want to make possible to hit it
type = HitOverRide
trigger1 = Time = 0
time = -1
attr = SCA, NA, NP, NT, SA, ST, SP, HA, HT, HP
slot = 0
stateno = xxxxx
ignorehitpause= 1

[State xxxxx, 3]; go or something
type = ChangeState ; or destroyself
trigger1 = animtime = xxxx
value = xxxxx

Adding the screenbound if is necessary in every state or in statedef -2

Then you can call a new helper in that last state, with an invisible anim, give it a high x speed and make it stop when p2bodydist x<=0.
At this moment, hit the p2 and spawn the cage right there.
    

Re: show a helper attached to the top edge of the screen

 May 02, 2020, 09:14:30 pm View in topic context
 Posted by sergeus  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

Well, at first, if you want to make a helper stay in the edge of the screen, the problem is that the players are moving, and the screen follows them.
So, i think this could help you: use screenbound=0 when the helper exist, for example:
[State xxxx, 0];
type = ScreenBound
trigger1 = 1
value = 0

You must do it in all the states of the helper or in statedef -2 linked to:

[State -2, x];
type = ScreenBound
triggerall = NumHelper(xxxx) = 1
trigger1 = 1
value = 0

Of course, it´s better to use helpers than projectiles in this cases.

When you get the helper stay where you want, go to the next step. Try first with the helper who goes straight to the end of the screen.
    

Re: show a helper attached to the top edge of the screen

 May 02, 2020, 02:44:00 pm View in topic context
 Posted by sergeus  in show a helper attached to the top edge of the screen (Started by warriorz April 30, 2020, 10:46:53 pm
 Board: M.U.G.E.N Development Help

Hi!

Try to use "FrontEdgeBodyDist" instead of "FrontEdgeDist"
Maybe there´s the problem why the helper don´t change its state. If the x position of the helper can´t get the front edge (for the screenbound), it will not change never.

The same thing with "p2dist x", try with "p2bodydist x"

What you want to do with this?
[State 0, Posset]
type = Posset
trigger1 = time = 0
X = p2dist X
y = p2dist y

If you want to move the helper where the p2 is, maybe there could be better ways.
    

Re: Detect a custom state of P2

 April 29, 2020, 08:37:49 pm View in topic context
 Posted by sergeus  in Detect a custom state of P2 (Started by sergeus April 29, 2020, 05:35:38 pm
 Board: M.U.G.E.N Development Help

Perfect!!
It works exactly how i wanted! Thanks Master XGargoyle!  :purerox: