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Cyanide

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Messages by Cyanide

    

Re: Width, Different local coord resizes and p2body distance.

 November 06, 2020, 04:13:27 AM View in topic context
 Posted by Cyanide  in Width, Different local coord resizes and p2body distance. (Started by Carmell November 02, 2020, 12:47:31 PM
 Board: M.U.G.E.N Development Help

Axis is the plus sign. Thats considered 0,0 in relation to anything from your character. Explods. Helpers. Player 2. Everything.
    

Re: Model Kit Thread (Gunpla, Model Tanks, Tamiya Cars, and more!)

 November 05, 2020, 10:34:16 AM View in topic context
 Posted by Cyanide  in Model Kit Thread (Gunpla, Model Tanks, Tamiya Cars, and more!) (Started by Markpachi February 03, 2016, 06:43:31 PM
 Board: All That's Left

Not gundam but one of my latest pieces of work that im pretty appy with
https://imgur.com/a/pprGpf8

Hmm img tag hates me. Or imgur does which is also possible.

    

Re: Help me with screenpack and 9000,1

 November 05, 2020, 09:47:00 AM View in topic context
 Posted by Cyanide  in Help me with screenpack and 9000,1 (Started by eqeqeqw2 October 31, 2020, 04:38:10 PM
 Board: M.U.G.E.N Development Help

You can simply make that the 9000,1 portrait. Put the by itself version off screen. When its the vs screen you flip it and place the multi character version off screen.

Ie both portrits in one. Make it big enough that one is hidden by positioning.
    

Re: Random KO noises

 November 05, 2020, 09:43:54 AM View in topic context
 Posted by Cyanide  in Random KO noises (Started by Carmell November 02, 2020, 12:31:58 PM
 Board: M.U.G.E.N Development Help

Ko at 11,0 is hardcoded. Use an assertspecial to turn off ko sounds and specify your own on death. In a way 8ts best to use a helper to manage this so it doesn't play more than once.
    

Re: Width, Different local coord resizes and p2body distance.

 November 05, 2020, 09:42:32 AM View in topic context
 Posted by Cyanide  in Width, Different local coord resizes and p2body distance. (Started by Carmell November 02, 2020, 12:47:31 PM
 Board: M.U.G.E.N Development Help

P2dist is from axis. P2bodydist iz from width.

I think with the width sctrl you can specify either or both. So its based on which bit of width you specify.

Haven't messed with localcoord much. As you have to double vels for 640 it makes logical sense you'd double distances too.
    

Re: The Opponent always blocks my special move

 November 05, 2020, 09:40:02 AM View in topic context
 Posted by Cyanide  in The Opponent always blocks my special move (Started by mkfreak89 November 03, 2020, 09:43:08 PM
 Board: M.U.G.E.N Development Help

You can make your move unblockable. You can drastically reduce guarddist on it so 8f you telegraph it the ai is less likely to bl9ck from farther away or you can edit all opponent ai to make block less frequent. Depends what you want to achieve with how the move behaves.
    

Re: Palettes won't change during selection

 October 25, 2020, 10:35:14 PM View in topic context
 Posted by Cyanide  in Palettes won't change during selection (Started by melongod December 26, 2014, 03:53:47 AM
 Board: M.U.G.E.N Development Help

0,0 always sets the palette. You should add it. Shared palette off. Then all character sprites share after that. Good practice to make all your character sprites sequential too rather than char fx char fx setup.
    

Re: In request of a 2nd look.

 October 25, 2020, 10:32:46 PM View in topic context
 Posted by Cyanide  in In request of a 2nd look. (Started by Dj_XLT October 23, 2020, 08:47:48 AM
 Board: M.U.G.E.N Development Help

Think only the 5086 one is a game breaker? Youll need to look in 5086 and see where the math is.

First error needs a numtarget
Aiconfig needs a numhelper trigger
Aihelper has a constant changestate to an invalid state. Someone did something very wrong.
Cyborg needs a numtarget trigger as well.
    

Re: Help with RemoveExplod in state -2

 October 25, 2020, 10:29:06 PM View in topic context
 Posted by Cyanide  in Help with RemoveExplod in state -2 (Started by Nedflandeurse October 25, 2020, 11:54:13 AM
 Board: M.U.G.E.N Development Help

Good plan to specify both postype and pos. I know if you set a bindtime of 0 postype becomes left which can cause issues.

Everything in that code is the same otherwise. Copy paste the working one in. If that doesn't work your state itself has another problem.

Or your removeexplod is triggering.

Out of interest. Why not use removeongethit? That makes explods vanish if your player is hit
    

Re: Detect when a helper leaves the stage bounds?

 October 19, 2020, 12:10:59 PM View in topic context
 Posted by Cyanide  in Detect when a helper leaves the stage bounds? (Started by Ellye October 17, 2020, 10:32:26 AM
 Board: M.U.G.E.N Development Help

Stage or screen? Screen is very easy. Use backedgedist or frontedgedist.

Stage is slightly harder. I can't recall if there is anything that lets you work out if you've left the stage bounds horizontally. You could base it on a timer which ccounts up the further the root is from the helper. Decent basis for will never see again.
    

Re: Superarmor Movetype = H Bug

 October 08, 2020, 04:03:58 AM View in topic context
 Posted by Cyanide  in Superarmor Movetype = H Bug (Started by BoyBoyz October 05, 2020, 08:37:36 AM
 Board: M.U.G.E.N Development Help

Won't take damage in movetype = I
    

Re: Stage bigger than I need

 October 04, 2020, 12:59:25 AM View in topic context
 Posted by Cyanide  in Stage bigger than I need (Started by Fat_cat September 23, 2020, 06:51:38 AM
 Board: M.U.G.E.N Development Help

You mean so the walls on the image are the walls for the stage? Boundaries and edges. You can draw in the boundaries within a def file so people are limited to whatever space is needed.
    

Re: Destroyself Problems

 October 04, 2020, 12:56:51 AM View in topic context
 Posted by Cyanide  in Destroyself Problems (Started by G-knux19 September 28, 2020, 12:48:32 AM
 Board: M.U.G.E.N Development Help

Oh. First post.

I think the issue might actually be the nothitby/hitby mix. See if you get the same results with a global hitoverride?
    

Re: Destroyself Problems

 October 03, 2020, 10:09:40 PM View in topic context
 Posted by Cyanide  in Destroyself Problems (Started by G-knux19 September 28, 2020, 12:48:32 AM
 Board: M.U.G.E.N Development Help

State 130001 please.
    

Re: Stage bigger than I need

 October 03, 2020, 10:08:38 PM View in topic context
 Posted by Cyanide  in Stage bigger than I need (Started by Fat_cat September 23, 2020, 06:51:38 AM
 Board: M.U.G.E.N Development Help

"This tweet is unavailable"

Gonna need something that works. Preferably with no form of sign up required to see what you mean.
    

Re: ifelse with 3 or more conditionals?

 October 03, 2020, 10:06:28 PM View in topic context
 Posted by Cyanide  in ifelse with 3 or more conditionals? (Started by supercain September 29, 2020, 10:42:24 PM
 Board: M.U.G.E.N Development Help

No. That would simply set var 1 to 1 and eithef trigger constantly or never trigger at all. The := operator isn't used to make something activate but to set a value inline with other code.

Many peoplle use it as alternative to multtiple varset sctrls. You can just do a null state and set up 10 lines for varset rather than 10 varsets.
    

Re: Best way to get ID from player who put you in Custom State?

 September 20, 2020, 01:00:45 AM View in topic context
 Posted by Cyanide  in Best way to get ID from player who put you in Custom State? (Started by airforce111 September 18, 2020, 10:10:30 PM
 Board: M.U.G.E.N Development Help

Thats incredibly hard to sort out. Especially when you said simul... you can detect if enemynear(0) or enemynear(1) have targets. You can get the player id from that. Knowing if YOU are their target is basically impossible unless you hardcode ie opponent is clark by x and hes in state blah while i am in state bleh. Even then you can false positive as 801 is a very common throw state and its feasible both characters could be in it at once.

There is a dual redirect trick with cond i think which might let you check enemynear, target, ID = playerid. Haven't looked into that. Little out of the loop.
    

Re: Character wont crouch and crouch related move also wont trigger.

 September 18, 2020, 01:50:20 AM View in topic context
 Posted by Cyanide  in Character wont crouch and crouch related move also wont trigger. (Started by Carmell September 16, 2020, 04:07:19 PM
 Board: M.U.G.E.N Development Help

Mugen\data\common1.cns

Find the crouch code in there and swap it out. Easiest method.

For your move problem. Make sure that changestate is above the one for strong punch.
    

Re: Strider Hiryu by Beximus Ragnarok Issues??

 September 06, 2020, 10:45:27 AM View in topic context
 Posted by Cyanide  in Strider Hiryu by Beximus Ragnarok Issues?? (Started by EveryonesKouhai September 06, 2020, 04:05:19 AM
 Board: M.U.G.E.N Development Help

Hes used either non standard sprites for a custom state. Or those characters don't have the required sprites.

Easy to diagnose. Turn on debug. See if there is a bunch of text saying things like mvc2 character missing required sprite xxxx,x or the like. If thats not happening his custom anim is either terrible or designed with a full game in mind.

Simple to fix still but lets see where the fault is first.
    

Re: Preventing the AI from doing stupid things

 August 28, 2020, 12:48:14 PM View in topic context
 Posted by Cyanide  in Preventing the AI from doing stupid things (Started by supercain August 24, 2020, 06:17:14 PM
 Board: M.U.G.E.N Development Help

Ok then yes you can do the ai there as well. But normally state -2 is unique on a per character basis.