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

 March 30, 2020, 06:12:17 PM View in topic context
 Posted by ink  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

I wouldn't count on that date. I think they will probably keep extending it out or they should anyways until this is actually under control.

    

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

 March 30, 2020, 05:30:07 PM View in topic context
 Posted by ink  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

I was order to close my business until further notice here in Ohio, that was about 11 days ago. I'm expecting this to last at least 6 months, probably longer honestly.

Got another job at a grocery store working in a freezer on 3rds. The managers pretty much won't touch anything on the floor because they don't know who has come through and touched items already. As someone trained in cross contamination I can say for sure you should be wiping down all of your canned and boxed goods when you get home and wash your hands afterwards. Not that it will prevent the virus that can stay in the air up to 3 minutes if you walk through it at a grocery store...

I think this is something we'll be recovering from for years. It's wild to think that the goal is to slow it down, with no real end in sight.

Stay safe friends
    

Re: Spritesheet Expansion Thread

 March 30, 2020, 05:17:03 PM View in topic context
 Posted by ink  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 AM
 Board: Sprite Projects

Small update on this one after Odb718's suggestion. I think this helps it.

    

Re: MUGEN Crashes Compilation

 March 23, 2020, 02:06:59 AM View in topic context
 Posted by ink  in MUGEN Crashes Compilation (Started by Noctis February 22, 2016, 08:08:27 PM
 Board: MUGEN Class

This causes mugen to not respond if you have more than one target.
Code:
[state n] 
type = targetveladd
trigger1 = numtarget
x = target,vel x
 

The problem comes from mugen not knowing what target,vel x to use for x.
    

Re: Target Friction Cancel/Replace

 March 22, 2020, 04:21:40 PM View in topic context
 Posted by ink  in Target Friction Cancel and Cornerpush. (Started by ink March 22, 2020, 05:19:12 AM
 Board: Code Library

Unfortunately, that wouldn't work the way you are thinking. There would be push but with that friction cancel version, hitdef velocities are much lower so without slidetime the pushback is much less than it should be. Part of the corner push is also needed for the friction cancel to work.

Below I've posted a version that has no cornerpush and it replaces your opponents friction with yours. So now you can use Pots or Vans' cornerpush code. You won't need to update your hitdefs as described in my first post either. This version will not match source games.

Code:
;================================================================================
; ------- Target friction cancel/replace by Inktrebuchet --------
;================================================================================
;Note: this version replaces opponents friction value with yours.
;For use with PoTS or Vans cornerpush only. Do not follow Inktrebuchet hitdef guide for this version.
[state friction cancel]
type = targetveladd
trigger1 = numtarget = 1
trigger1 = target,movetype = H
trigger1 = target,statetype = S || target,statetype = C
trigger1 = target,vel x != 0
x = ((target,vel x / cond(target,statetype = S, target,const(movement.stand.friction), target,const(movement.crouch.friction))) * cond(target,statetype = S, const(movement.stand.friction), const(movement.crouch.friction))) - target, vel x
ignorehitpause = 1
    

Target Friction Cancel and Cornerpush.

 March 22, 2020, 05:19:12 AM View in topic context
 Posted by ink  in Target Friction Cancel and Cornerpush. (Started by ink March 22, 2020, 05:19:12 AM
 Board: Code Library

*NOT MADE FOR SIMUL MODE
This code is designed to cancel your opponents friction during hits. By doing this you can expect your opponent to be in the exact same spot no matter what their friction is set to so combos from one character to another exactly the same.

The cornerpush code was only made afterwards, since this system doesn't work with existing versions. Vans’ corner push code was the one that I've always known about and was the one I studied for this. For more on his cornerpush code check out his characters and this article he wrote.

If you are wanting to use PoTS' or Vans' cornerpush code and not update hitdefs as described below, checkout this Friction Cancel/Replace version. It's a simple copy paste, no updates needed.

If anyone finds any bugs or ways to improve this code please let me know. Below is everything you'll need to get started.


Hitdefs can now have more accurate data to match source game. Since most games don't use velocity I've put together this example of how to properly write velocities to work with this system. You will need to grab slidetime and distance slid, there's no need to adjust values to work with mugen here because with friction canceled distance/time=velocity.
Code:
ground.slidetime = 9
ground.velocity = -(59 / 9)   ;distance / slide time
ground.cornerpush.veloff = 0.0
guard.cornerpush.veloff = 0.0

*The code below does use one variable. It doesn’t need to be a float variable, that’s just what I had available. Besides that, this can just be copy and pasted.

This goes in [statedef -2]
Code:
;================================================================================
; ------- Target friction cancel by Inktrebuchet --------
;================================================================================
[state friction cancel]
type = targetveladd
trigger1 = numtarget = 1
trigger1 = target,movetype = H
trigger1 = fvar(37)>0 ; slide timer
trigger1 = target,statetype = S || target,statetype = C
trigger1 = target,vel x != 0
x = (target,vel x / cond(target,statetype = S, target,const(movement.stand.friction), target,const(movement.crouch.friction))) - target,vel x
ignorehitpause = 1

;================================================================================
; ------- Cornerpush by Inktrebuchet. Guided by Vans cornerpush code.
;================================================================================
[state slidetime]
type = null
triggerall = numtarget
trigger1 = target,stateno = 5000 || target,stateno = 5070
trigger1 = target,time = 0
trigger1 = fvar(37) := target,gethitvar(slidetime)
ignorehitpause = 1

[State -2, Push]
type = posadd
triggerall = numtarget
triggerall = (target, BackEdgeBodyDist <= 0) || (target, frontEdgeBodyDist <= 0)
triggerall = target,statetype != A || target,stateno = 5071 ; This allows cornerpush for trips.
triggerall = target,statetype != L
;trigger1 = stateno != ???? ;moves you do NOT want push back for.
;trigger1 = Statetype != A ; No Aerial attacks have cornerpush
trigger1 = HitPauseTime = 0
trigger1 = target,Hitshakeover
x = cond(fvar(37)>0 ,(target,gethitvar(xvel)*-facing),0 * (fvar(37) := 0))

[state slide timer]
type = null
triggerall = numtarget
trigger1 = HitPauseTime = 0
trigger1 = target,Hitshakeover
trigger1 = fvar(37) > 0
trigger1 = fvar(37) := fvar(37) - 1

Spoiler: Friction Cancel in Action (click to see content)
Spoiler: Cornerpush in Action (click to see content)
    

Re: Spritesheet Expansion Thread

 March 20, 2020, 06:01:12 PM View in topic context
 Posted by ink  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 AM
 Board: Sprite Projects

Remade Rosa Standing animation. In the original animation the 2nd half of here stance was recycled frames from the first half.
    

Re: Goodbye.

 March 14, 2020, 09:06:28 PM View in topic context
 Posted by ink  in Goodbye. (Started by GeorgeMP March 05, 2020, 09:31:55 PM
 Board: All That's Left

Good to hear GeorgeMP.

Any cool projects or mugen things you're looking forward to?
    

Re: DBZ NAPPA FIGHTER Z

 February 22, 2020, 01:10:06 AM View in topic context
 Posted by ink  in DBZ NAPPA FIGHTER Z (Started by oscar123 February 21, 2020, 11:58:20 PM
 Board: Your Releases, 1.0+

I noticed in these images Nappa is slightly transparent. Why is that?
    

Re: Auction alert

 February 04, 2020, 09:16:58 PM View in topic context
 Posted by ink  in Re: Auction alert (Started by Jesuszilla February 01, 2020, 02:16:02 AM
 Board: All That's Left

Oh I see, he wanted the last word. I get that.
    

Re: Auction alert

 February 04, 2020, 08:46:59 PM View in topic context
 Posted by ink  in Re: Auction alert (Started by Jesuszilla February 01, 2020, 02:16:02 AM
 Board: All That's Left

I can’t read any of that..

Sum:
The total amount resulting from the addition of two or more numbers, amounts, or items.

Cuz:
Because

Wit:
mental sharpness and inventiveness; keen intelligence.

Moblins:
Recurring enemies in The Legend of Zelda series.

Bein:
Wealthy; well to do

Nun:
A member of a religious community of women, especially a cloistered one, living under vows of poverty, chastity, and obedience.
    

Re: Re: Auction alert

 February 03, 2020, 06:27:11 AM View in topic context
 Posted by ink  in Re: Auction alert (Started by Jesuszilla February 01, 2020, 02:16:02 AM
 Board: All That's Left

He could be here, he knows all of this is posted and he’s not banned or anything.

I’m not sure how anyone could get around how that membership thing is a little weird.
    

Re: Re: Auction alert

 February 03, 2020, 06:09:56 AM View in topic context
 Posted by ink  in Re: Auction alert (Started by Jesuszilla February 01, 2020, 02:16:02 AM
 Board: All That's Left

Just sharing these to help tell the story, since I didn’t see it already posted. Looks like you have to have a membership to get in the discord. You have to get in the discord to download.

Images reposted from a discord:

    

Re: Re: Auction alert

 February 01, 2020, 01:51:53 PM View in topic context
 Posted by ink  in Re: Auction alert (Started by Jesuszilla February 01, 2020, 02:16:02 AM
 Board: All That's Left

Sometimes people will defend and support anything, as long as they get to enjoy the end product.
    

Re: GravesDisease The Final Goodbye

 January 11, 2020, 05:48:01 AM View in topic context
 Posted by ink  in Undiscovered Smells of the Shit Thread (Started by Do not even ask October 28, 2012, 10:37:23 AM
 Board: All That's Left

Just be normal. Play mugen, make videos, share them here and on discord. Don't ask for special treatment. I'm sure if you do that, people that are interested in what you are doing will find you.

It's pretty fun, if you'd stop sucking us all into this thing you're doing. You don't need to make announcements like this.



    

Re: Examples of Rope/“Stretch” Physics?

 December 15, 2019, 10:48:14 PM View in topic context
 Posted by ink  in Examples of Rope/“Stretch” Physics? (Started by Bane84 December 15, 2019, 08:26:10 PM
 Board: M.U.G.E.N Development Help

Surprisingly, I don't think I've seen a character use anything like that. at first I thought Pythagorean theorem would be prefect for figuring out the length of the rope but this is a pixel world so ParentDist X or P2Dist X would work.


I think for the AngleDraw formula, something like 'tan((abs(p2dist y) / p2dist x))*(180/Pi)' as a base would solve the angle if it's being set from p1.

I really think a single pixel would look best since any rope pattern would look odd stretching.


    

Re: my art, looking for feedback

 December 10, 2019, 12:48:10 AM View in topic context
 Posted by ink  in my art, looking for feedback (Started by kamuiness November 19, 2019, 05:38:20 PM
 Board: Graphics

I really like that remade Chun-Li! That ones stylized in a really cool way.
    

Edited Debug Font

 December 06, 2019, 01:06:33 AM View in topic context
 Posted by ink  in Edited Debug Font (Started by ink December 06, 2019, 01:06:33 AM
 Board: Edits & Addons 1.0+

Edited this font to help your eyes. You'll need both of these in the 'font' folder.
A big thanks to XGargoyle for pointing out the font to edit and PlasmoidThunder for confirming and catching my mistakes.

f-4x6.sff
f-4x6.def


These helpers could be arranged a little better but normally you can't read any of this because of the hitsparks and light floor.

    

Re: Wolverine's palette selector on 2nd-onward rounds

 November 03, 2019, 08:22:28 PM View in topic context
 Posted by ink  in Wolverine's palette selector on 2nd-onward rounds  (Started by Jack Williams October 31, 2019, 08:03:03 PM
 Board: M.U.G.E.N Configuration Help

This one is an easy fix luckily. The palette selector is a helper that's spawned in statedef 5900 at the start of the round. You just need to add Triggerall = Roundno = 1 to that helper, that ensures in one spawns for that one round.

statedef 5900 happens to be in config.txt for this character.
    

Re: Wolverine not loading up

 November 02, 2019, 01:40:14 AM View in topic context
 Posted by ink  in Wolverine's palette selector on 2nd-onward rounds  (Started by Jack Williams October 31, 2019, 08:03:03 PM
 Board: M.U.G.E.N Configuration Help