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Problem with ScreenBound or maybe SuperPause?? (Read 5908 times)

Started by Odb718, March 01, 2016, 11:37:53 am
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Problem with ScreenBound or maybe SuperPause??
#1  March 01, 2016, 11:37:53 am
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So I'm not exactly sure what's going on with this Ultra. I'm trying to blast P2 into the wall so he does the classic wall bounce.

Everything works except I cant get the screen to move properly.

What's happening is there's a pause when P2 gets hit, and then P2 flies to the wall. During that pause I want the screen to move but it's just not moving. I've tried helpers with velocities. I've tried increasing P1's width and clsn boxes.
It seems like the screen wont move during the hitshake. Is this a thing Mugen does??
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Re: Problem with ScreenBound or maybe SuperPause??
#2  March 02, 2016, 08:13:30 am
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Using superpause or hitpause on the first one?

If it's superpause you need to initiate the screenshake prior to the superpause in ordering. They can both trigger on movehit or whatever, but in code order it must be

type = envshake

type = superpause

I've had issues with that before and ordering it as above seems to work best.

If it's hitpause, you do have ignorehitpause = 1 on the envshake right?


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Re: Problem with ScreenBound or maybe SuperPause??
#3  March 03, 2016, 01:36:56 am
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I feel like I didnt explain myself very well. Even as I was writing it.
The Ultra starts up, I use a helper for the pause/ultra bg. That ends. When the ultra connects you can button press to make 2 outcomes happen.
So during the Kick outcome, there's the hitpause from the hitdef. Then once's that's done, the character flies off into the wall.
What's happening is the "wall" isnt moving fast enough so P2 bounces immediately.
I've added some checks,

[State 0, VarSet]
type = VarSet
trigger1 = time%2
v = 43    ;fv = 10
value = backedgedist
ignorehitpause = 1

I use this in the changestate so that backedgedist and var(43) have to be the same. It kinda buys me a way out of bouncing early.
Now, if you're close or close-mid to the wall, it will jerk away twice. If you're pretty far but the screen can still move to P1's back it seems smooth.
When you watch it, it looks like P2 is flying FAST,slow,FAST,slow. Does the screen have a max speed it can move???

There's only the hitshake that seems to be pausing the movement of the screen. The hitshake is basically a timer for the rest of the effects. I cant spoof it to get rid of it.
I'm trying to figure out how to get the screen to move during the hit. I've messed with widths, I've added a secondary helper that moves. Nothing seems to work. I mean, the helper moves the screen, but not during the hitshake, and not fast enough or smooth enough for what I need.

I'm doing this character for 1.0 so I can't make code for only the center of the map. If I could I think I'd have it by now. If there's a way to find out if you're at the end of the stage in 1.0 let me know. I dont think there is.
Any ideas on how to get this to scroll smoother?
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Re: Problem with ScreenBound or maybe SuperPause??
#4  March 03, 2016, 06:47:35 am
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Show code. Can't tell what's happening from that.


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Re: Problem with ScreenBound or maybe SuperPause??
#5  March 03, 2016, 11:14:08 am
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I would... except there's 24 different statedefs that make up the move...
They sit between lines 7966 and 10074. On top of that, it's pretty confusing on what becomes what. 
I was trying to copy and paste what's important. It didnt work so well, so I decided to edit state 200 to use the hitdef for the kick attack. It works perfectly without the pause. I'm not sure how? So I decided to just pastebin the entire Ultra from top to bottom.
http://pastebin.com/y0EicBmX
If you're trying to follow along, I'd suggest copying that and just putting it into a blank character in FF3 for easier reading.
Statedef 3333 is the ultra effect. It's not in the pastebin.
3100 is activated first. 3105 tries to suck P2 to P1. If P2 gets hit, P1 goes into 3110, P2 into 3115. Both states are kind of idle stances. P1 can press "C" to enter Statedef 3121.
In Statedef 3121, P2 can get hit and is sent to 3141. 3141 is the fly across the screen.
The time >= 55 for the VelSet is to match the hitdef in 3121.
Demon Runner, Statedef 3144, is activated in Statedef 3121 also. P1 owns Demon Runner. The "Demon Runner" helper is a fireball helper that sits on the opposite side of P1 and tries to fly off the screen at vel x =  44.8.
As Statedef 3121 is hitting P2, Demon runner is pushing on the side of the screen trying to run away. It stays in one spot because the screen cant move. As soon as the hitdef is done, it speeds right.

The problem is it locks up. Demon Runner is STUCK while the attack is going on. Is it because It's attacking the helper too? Like the attack is hitting 2 enemies so could that lock up the screen??

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Re: Problem with ScreenBound or maybe SuperPause??
#6  March 03, 2016, 02:26:00 pm
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Well maybe this helps, maybe it doesn't...

In enemy custom state:

Screenbound
Trigger1 = 1
value = 1
movecamera = Cond(p2dist x >= GameWidth,1,0),0

This will let the camera move until the enemy is at the opposite edge of the screen

Last Edit: March 05, 2016, 03:16:47 am by altoiddealer
Re: Problem with ScreenBound or maybe SuperPause??
#7  March 04, 2016, 09:47:19 am
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So I decided to make a video trying to show what exactly is happening.
If you watch, you can see the fireball helper sitting against the right wall for a few moments. Then it shoots right, and P2 goes flying also.
The second go around, I tried to use the PAUSE key to slow it down a bit. Didnt seem to work as well as I'd hoped.
The big images are visible during the hitpause. You can see the animations arent paused. I'm not sure exactly what's holding up the screen from moving.
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Re: Problem with ScreenBound or maybe SuperPause??
#8  March 06, 2016, 08:59:00 am
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I don't see a single pause or superpause controller in anything you've pasted. How can we tell if that superpause is done? What's occuring is indicative of an incomplete superpause. All the stuff is activating inside it to some extent, but it's still active. I don't know why right now. The fact that both p2 and the projectile magically move at time X, at the same moment says a pause has ended. Disable your superpause for the hell of it, stuff will look weird, but see if the problem vanishes.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Problem with ScreenBound or maybe SuperPause??
#9  March 06, 2016, 10:03:48 am
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Yeah, that's why I thought it was just the hitpause doing it.
This is the Ultra Background FX
Spoiler, click to toggle visibilty

I just tried commenting out
trigger2 = parent, stateno = 3100
trigger2 = parent, anim = 3101
With no luck.
I also commented out [State 3333, Black Bg] ---->  supermovetime = -1, and I'm still getting no movement on the hit. It acts exactly the same. I'm not seeing anything else to try.
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Re: Problem with ScreenBound or maybe SuperPause??
#10  March 07, 2016, 08:17:31 am
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I don't see anything exactly wrong there either. Unless someone else spots something i'm going to call this one of the "fuck you mugen" bugs. To explain, i once had an attack that was meant to leap up slightly, then drop straight down, it was a pile driver type move. The up down didn't work. In the end my code for the state was

[State Velset]
type = velset
trigger1 = 1
y = -2

Which as you can see should have gone up forever never stopping. Did nothing. Deleted the whole state completely. Re-wrote it in a new CNS file altogether. Worked fine there. So you need to do the same. Do it bit by bit and test as you go. And by bit by bit i mean sctrl by sctrl and ignore any FX stuff till right at the end. It shouldn't take too long, you have most of the code already and tbh copy pasting will probably work OK.

Once it either breaks during the copy paste process, you can let us know. Or if it works perfectly, you can copy the whole lot back into the original CNS file and delete your new one.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Problem with ScreenBound or maybe SuperPause??
#11  March 07, 2016, 11:26:36 am
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Craaaaaap!
Do you know how dang confusing this confangledfuckery already is!?! Do you mean JUST that state or the entire ultra?? There's no way I could get the whole thing. I can barely follow how I get the big portraits on the screen lol. Which is a problem because 40% of characters out there arent posting pictures for them <_<

I've also had problems like that. I've tried setting up the same thing to happen in other states and it worked the way I need it too. I added the hitdef to Statedef 200. It worked just fine. I guess I'll have to rebuild the state and hope for a better outcome.

By the way, What's you guys opinion of the big images? The regular character sprites in the background will be hidden when everything works smooth. You can see what I mean in this older video I made, during the uppercut.
 
You can see he "doesnt return to state 0" after the win when he kills P2 with the demon. The second in a row demon will only laugh if P2 has the right amount of energy to die... but not too little where you know it's game over.
I have a feeling the whole thing may get scrapped. I havent tested against friends, but I think it's going to be too easy to connect the lvl 3. This Sagat is a beast of a fighter, but I dont want him too cheap.


So I've been messing around with it. It seems like it's got something to do with the screenbound(s)!? If I comment them out it kinda works normal. I never tried statedef 200 with the hitdef and screenbound. It's 5:26am and I've yet to get to bed. I'll have to work on it later todarrow.
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Re: Problem with ScreenBound or maybe SuperPause??
#12  March 08, 2016, 08:30:46 am
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You have a basic chain of states. Super portraits. FX, all extraneous to what you want to happen

Code state 1, make it hit how you want
Code state 2, make it hit how you want
code state 3, make it end how you want
Return to state 1 creating the custom state required
return to state 2 creating the screen moving helper
continue to state 2 making the helper actually move the screen

Do it bit by bit. You will either find the bit that breaks it, or it will work perfectly. Add the super effect back in right at the end (it's unrelated to the states effectively) so no need to change that. You aren't actually redoing it from nothing, you are simply putting it all in a new CNS file and making it look the same as it used to, testing it a little more often. That's all. Absolutely not complicated, just time consuming.

As i say, can't see anything wrong with what you have, it is potentially a "fuck you mugen" bug which i have had a few of, you may be experiencing one as well and the above has always fixed it for me.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Problem with ScreenBound or maybe SuperPause??
#13  March 13, 2016, 09:48:36 pm
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After a whole lot of testing,

[State 3121, ScreenBound]
type = ScreenBound
;trigger1 = 1   ;not what we want
trigger1 = anim = 3125
trigger1 = animelemno(0) < 6
value = 0
movecamera = 1,0
ignorehitpause = 1 


Not sure why Player 1's screen bound would affect Player 2 adjusting the screen, but it did. So I stopped it when I wanted it to move.
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