Ryon

Administrator
  • Content count

    6,367
  • Avg. Content Per Day

    2.76
  • Joined

  • Last visited

Everything posted by Ryon

  1. Roy's Legacy

    It says MUGEN Infinite Characters Arena..... does it say Roy's Legacy anywhere on it? Its a nice design, but the 2 names are odd.
  2. In this topic Please post all of your character video showcasing there updates as you make them. You should definitely post it in your topic as well, but Posting the videos here will earn you more audience! So I'll Start!
  3. What the hell just happened?

    I figured you could use a strange familiar face around. LOL
  4. Holosseum

    baah, arcade games are so tricky to rip from, the real problem is to get them working.
  5. would you be able to fix the pictures? Photobucket does not support 3rd party (off site) direct linking anymore.
  6. Screenshots Mffa Style

    Man you really see some things you just would never imagine seeing. I'm loving the Cuphead stages, Alice your top notch as always bro!
  7. Screenshots Mffa Style

    I'll start off. Deadly Hat's!
  8. Holosseum

    Where could I find sprites of this Chen guy?
  9. What is your Real Name, really?

    You know its scary when you look at the start date of a topic and realize its from 2013, and it was YEEAAARSS ago. Holy crap.
  10. Im glad your enjoying it! If you ever have skype or wanna join me on Skype let me know I'll gladly be your mentor. Just be warned my training/teacher regimen is harsh but you shall learn excellently.
  11. Indeeeeed! Happy new year! I'm sorry I never replied to your christmas pm. I feel a 2nd wind if you catch my draft. (Get it? Wind...Draft!?..Ahahahhahaa) From the looks of it, your stages are all single layered images, which is a good start. Your next step should be weather effects, rain, snow.
  12. What the hell just happened?

    Don't you just LOVE Alexei for his amazing ability? This is what i kidnapped him in the first place. Plus he is a good chum.
  13. My man, so you started making your own mugen stuff now huh? I'm proud of you bro! If you ever need any advice please ask!
  14. Seravy's A.I. Guide

    Seravy's A.I. guide from the Mugen Wiki Contents 1 General Information2 AI activation2.1 AI activation for winmugen/beta mugen2.2 AI activation for mugen 1.03 Coding AI moves4 Common/System behavior4.1 Guarding4.2 Jumping4.3 Walking General Information This guide is about coding custom AI for mugen. Custom AI means the character acts the way you program it to, and ignores the default "AI" of the engine completely. This is a very important part in characters because this is the way to make characters more intelligent, making the fight more challenging and interesting. The default "AI" doesn't know what each move is for, and just executes them randomly, more often at higher difficulty and less often on low. This however, makes the character look very dumb, because they don't know such basic things as the range and area of their attacks, so pretty often, they are punching the air, or even worse, use suicide attacks when they aren't supposed to. Creating a custom AI can prevent this kind of behavior, by telling exact rules about when and how to use the attacks. An AI consists of three parts: Activation, Commands, and common/system behavior. AI activation AI activation is the part where we decide when to turn the AI on or off. AI activation for winmugen/beta mugen Pre 1.0 mugen versions don't support custom AI directly, so activating an AI is only possible using workarounds. There were several workarounds for this, each having their own strengths and weaknesses. A quick list of the possible methods were Human Impossible commandsHelper methodXOR methodIshometeam method Winane's AI activation code combined all four together for optimal performance, however, it is pretty complicated and hard to understand. Improper, simplified implementation of the XOR or Helper methods can have false positives, so these methods are not recommended for beginners. Detecting the difficulty level in older mugen is impossible, so the AI will always fight on a pre-set level instead of what the player selected. Most character make it possible to select this level by directly editing a configuration file of the character, but considering how many characters you usually have in your mugen, changing difficulty level this way, one-by-one for every character is completely unreasonable. This is the main reason why winmugen is outdated, and not recommended: Being able to play on the desired difficulty level is a very basic feature, and the lack of it hurts gaming experience a lot. AI activation for mugen 1.0 Mugen 1.0 and above has a new trigger: AILevel that supports custom made AI properly. By using this trigger in your AI code parts directly, you can create an AI without an activation part or variables. However, doing so is not recommended, as it reduces flexibility a lot, and makes it much harder to scale your difficulty levels, or turn the AI on/off on special conditions when necessary. Generally, you'll need two variables for your AI activation. The first variable is the AI variable itself. If it is set to 0, your AI is off, and if it is 1, it is on. Other values can be used if you want multiple AI modes, like a special boss mode for example. The second variable is the difficulty variable. This variable is responsible in determining the chance for attacking: higher values would attack more often, while lower values attack less often, making the AI's reaction time slower, and closer to a human player's. The two can be stored in one variable (0= AI off, 1-1000 =AI on with difficulty chance stored) if you want to save variable space. Example code below, it needs to be placed into one of your minus states: Numbers here correspond to the chance for attacking from 1 to 1000. Higher number means less reaction time. Lower number means more. Linear distribution of difficulty (using AILevel*10 for example) is not recommended. Numbers below 10-15 will make the character attack rarely, making the AI play weaker than a human. These values are recommended for the first two (easy) difficulty levels. Numbers around 20-50 are causing the AI to fight more like a human player, attacks will usually have a bit of a reaction time, but generally, the AI will not stay idle for too long and will fight actively. Numbers over 50-100 will reduce the reaction time of the AI significantly, and 1000 completely eliminates it. 1000 will also make the AI perform the first matching attack in each situation unless coded otherwise. These values are recommended for hard (6-8) difficulty levels only, as the reaction time is way faster than what a human player has. Using numbers above 300 is not recommended, as it doesn't make the AI any harder, but it does make it more determined/easier to predict. Average reaction time in ticks for various var(50) values, assuming a situation when only one attack is matching the triggers and is available to use (the current tick not included): 1000 - 0, always attack immediately with the first matching attack900 - 0.11 tick800 - 0.25 tick700 - 0.42 tick600 - 0.66 tick500 - 1 tick400 - 1.5 ticks300 - 2.33 ticks200 - 4 ticks100 - 9 ticks If we consider the human reaction time to be 1/6th of a second which is 10 ticks, then it is clearly visible that any values over 100 are way too fast against a human player for normal levels. Especially as in normal cases, multiple attacks are available for the AI, further reducing the reaction time: 2 available attacks mean half reaction time on average, three means a third, and 10 means a tenth of it only, so the zone over 100 is really meant for hard to impossible difficulty levels. As visible from this, there is basically no difference between values over 500 at all, so linear scaling fails the most in that area: the attacks get 0-1 tick of delay most of the time. Below 100, the reaction time increases non-linearly: 90 - 10.1 ticks80 - 11.5 ticks70 - 13.2 ticks60 - 15.6 ticks50 - 19 ticks40 - 24 ticks30 - 32 ticks20 - 49 ticks15 - 65 ticks10 - 99 ticks9 - 110 ticks8 - 124 ticks7 - 141 ticks6 - 166 ticks5 - 199 ticks4 - 249 ticks3 - 332 ticks2 - 499 ticks1 - 999 ticks making it an ideal range for easy and normal difficulty levels: values below 10 have a reaction time of an entire second to many seconds, while values over 15 have 1 second or less, making it ideal for normal difficulty. Note that characters having more attacks available per situation need slightly lower var(50) values than characters with fewer ones, so in most cases, only the half/third/fourth of this reaction time applies in reality for those situations. Overall, for easy levels, take numbers from the 1-15 interval, for normal, take ones from 10-50, and for hard, take from 50-200 as a general advice. Characters with more moves or better/more versatile moves will generally need lower values like 1-10 for easy, 10-30 for normal and 30-100 for hard. Do note that "reaction time" here means time spent doing nothing before deciding what attack to use, not time spent idle after deciding to use an attack. Also note that all of these are average values: since random is used, there is always a chance for any amount of reaction time from zero to infinite, but during a whole match duration, these even themselves out. To implement an AI that has a real, human like reaction time (delay between deciding on an attack and using it), a more complicated and advanced system is necessary, where you use a timer variable and buffer the attacks that need to be executed, although I don't see much of a reason to go that far: if you want your AI to mess up and use attacks at the wrong timing, you can do that in an easier way by adding low level specific triggers to your attacks, instead of simulating a reaction time. Coding AI moves This is the part where you tell the AI when and how they are supposed to use the moves available. It works pretty much the same way as for the player, except for the conditions themselves. They are changestates that need to activate when the AI wants to use the move, and are placed in state -1. They can be placed in state -3 as well, but placing them into -1 makes more sense. These are pretty much the AI equivalent of a human player's command input. First of all, while the AI is on, we must disable all human player commands from working. The engine spams player commands (this is how the built in AI of the engine works: it simulates commands coming from the keyboard), and we don't want these to have any effect on our character. To do this, add Triggerall=var(59)>0 to all of your regular command changestates. Then, to make the AI able to use the commands, you must make a copy of that changestate, remove the conditions limited to human players (this almost always only means the command="xxx" lines), and add new ones for the AI. An example: This is a command block for a human player, it describes a super move that can be used when at 3000 or more power, and below half of maximum life while standing and having control, or as a combo after an attack coded in state 1000. The AI equivalent would be You can also merge the player and the AI command activation into a single command block, like this: If you code your AI using the same merged block for human and AI commands, updating conditions on the attack is easier. For example if you want to reduce the cost from 3000 to 2000, or update the attack so that is also works when used in the air, or want to add it as a combo after different attacks, you only need to change it in one place instead of two. This not just reduced your future work, but also eliminates a possible inconsistency: if you update one of them and forget about the other, you might end up with an attack that works under different conditions for the player than the AI unintentionally. Common/System behavior There are a few things a character do without using a move defined in the cmd, and these are: -Jumping-Guarding-Walking If we want to have control over these the way we have over normal attacks, we have to code for it. Guarding To make the AI guard properly, two steps are necessary. The first is a changestate in state -1 to enter the guard states when we want to. This one works well: Adding Trigger=!Inguarddist to AI attacks greatly helps against taking unnecessary hits, and increases chance of guarding the attack some ticks later if the guarding chance didn't trigger yet (but still fast enough against slower attacks).. Without that, the character will start to execute an attack, and end up getting hit too often, making the AI to dumb. This makes the AI behave like a player, the slower an attack is, the higher the chance that it will be guarded. Generally, you will want to have this line on all of your AI attacks except light punches or other very fast moves, or moves with invincibility. The other part of an AI guarding is keeping the AI in the guarding states long enough, and making it go to the appropriate one for each situation. You need to override all the guard states for that. If you don't want to change the conditions on which the AI changes from crouch to stand guarding or back, you can use the code below: The reverse, making the character not jump when the up button is pressed, or at least limiting how ofter that happens (default AI likes to jump way too often, which makes fights annoying) can be done by overriding state 40: Note, that if you do not want your standing animation to get restarted from frame 0, you need to change your anim=40 line into a changeanim placed below the changestate to state 0 Walking Usually, there is no need to code for walking for two reasons. If you want your AI to move closer/further, you'll use the running moves instead, as most characters have those. Walking is less optimal than running. The walking done by the default AI doesn't hurt character performance either, so there is no need to disable it usually. At least the character does something when idle for a long time at low difficulty levels instead of just standing. This guide was created by Seravy.
  15. @Werewood What took you so long? Bro, I've always LOVED your work, Your abilities and skills far surpass my own, I look to you for inspiration. I know things were hard for you before, but I'm glad your able to over come all of that and see it from a different light. Although I rarely log into MFFA (I've sorta Quit Mugen) Welcome back brother! THE WAREHOUSE THAT KEEPS ON SHARING WILL ALWAYS BE HERE FOR YOU.
  16. Guyver MVC Style I've always liked the Guyver for mugen, It was actually one of the reasons I got into creating. back when I knew nothing and edited characters, I edited The Ultimate Guyver by Youngdragun and I fixed it up... which lead to me making my own characters eventually. So years later, I relized there has never really been a Good Guyver (I know Odin787 was working on one but I havent seen it released or anything about it) So I think is time to bring back this legend. ALSO! I knew NOTHING about Guyver other than his name. So I'm reading the Manga, and watching the anime, and watching the live action movie. Its AMAZING! I strongly recommend any of the material. (People who hate live action adoptions, get over yourself, just enjoy it)
  17. Guyver MVC Style I've always liked the Guyver for mugen, It was actually one of the reasons I got into creating. back when I knew nothing and edited characters, I edited The Ultimate Guyver by Youngdragun and I fixed it up... which lead to me making my own characters eventually. So years later, I relized there has never really been a Good Guyver (I know Odin787 was working on one but I havent seen it released or anything about it) So I think is time to bring back this legend. ALSO! I knew NOTHING about Guyver other than his name. So I'm reading the Manga, and watching the anime, and watching the live action movie. Its AMAZING! I strongly recommend any of the material. (People who hate live action adoptions, get over yourself, just enjoy it)
  18. ALL YOUR BASE ARE BELONG TO US!! [Preview] [Download] http://www.mediafire.com/file/44iqecwa373sa1u/Zig.rar https://1drv.ms/u/s!AuXptN8AdWGVrkU-UGTfxX-f4CgD [Comment] THIS IS A BETA! ORIGINALLY I CANCELLED HIM BUT I GOT BACK INTO MAKING HIM! NOW HE IS AT A ACCEPTABLE LEVEL! I MAY EVEN MAKE A FULL GAME OUT OF IT AND OTHER SPACESHIP SHOOTER....SHIPS. ZIG VS. GALAGA! ZIG VS. VIC VIPER!! What is Zig? Zig is a spaceship from the sega genesis game "Zero Wing" , Which became very popular several years back with the "All your base our belong to us" meme. The game was translated pretty bad. Zig, by my evil genius is a custom 2d Spaceship shooter character, He has 4 kinds of shots. - Normal - Power - Homing - Laser He takes 4 Hits to die, He is VERY cheap. But you CAN beat Zig! or become Zig and fight the evil Lord Catz and save the galaxy! HE HAS A FEW BUGS. I AM AWARE, BUT PLEASE TELL ME ANYWAYS.
  19. ALL YOUR BASE ARE BELONG TO US!! [Preview] [Download] http://www.mediafire.com/file/44iqecwa373sa1u/Zig.rar https://1drv.ms/u/s!AuXptN8AdWGVrkU-UGTfxX-f4CgD [Comment] THIS IS A BETA! ORIGINALLY I CANCELLED HIM BUT I GOT BACK INTO MAKING HIM! NOW HE IS AT A ACCEPTABLE LEVEL! I MAY EVEN MAKE A FULL GAME OUT OF IT AND OTHER SPACESHIP SHOOTER....SHIPS. ZIG VS. GALAGA! ZIG VS. VIC VIPER!! What is Zig? Zig is a spaceship from the sega genesis game "Zero Wing" , Which became very popular several years back with the "All your base our belong to us" meme. The game was translated pretty bad. Zig, by my evil genius is a custom 2d Spaceship shooter character, He has 4 kinds of shots. - Normal - Power - Homing - Laser He takes 4 Hits to die, He is VERY cheap. But you CAN beat Zig! or become Zig and fight the evil Lord Catz and save the galaxy! HE HAS A FEW BUGS. I AM AWARE, BUT PLEASE TELL ME ANYWAYS.
  20. Guyver MVC Style

    Guyver MVC Style // Preview \\ // Download \\ https://www.mediafire.com/file/a92cvfh5ffcb0zv/MVC_Guyver.rar https://1drv.ms/f/s!AuXptN8AdWGVgyu_q5U0GUc-Ioa- // Comment \\ Years ago YoungDragun made Guyver for Mugen, Till this day I have no idea HOW he made or got the sprites, there masterful. Skip ahead a couple of years and Odin585 (I think your name was???) edited him. Sadly both versions were pretty bad (Gameplay wise) I myself got into creating because of characters like Guyver (The Original) I spent hours editing him learning how to code, and now many years later I'm a better coder. So I decided to give Guyver some Justice and a proper style, so MVC is what I think suits him best. Major thanks to YoungDragun for doing the sprites without those awesome sprites this could be possible. This release is so epic that I literally read the entire manga from 1984 ~ present (It never finished) I'm watching the anime now getting more voices for him. I can truly say I love Guyver. I hope you guys enjoy him as well! 6 Buttons 3 Specials 3 Hypers English Voices MVC Style Lots of love put into this.
  21. WE GOT A PROBLEM FOLKS!! the domain registration has lapsed! WHERE THE FUCK ARE YOU SHAUN?!
  22. Death Adder MVC Style // Preview \\ // Download \\ https://www.mediafire.com/file/pcqmcmr3j1hv8sw/MVC_Death_Adder.rar https://1drv.ms/f/s!AuXptN8AdWGVgyu_q5U0GUc-Ioa- // Comment \\ This is a strange conversion, But it plays Soooooooo well! Anyone who is interested in a decently playing MVC Death Adder character this is your one stop shop! 6 Buttons 3 Specials 2 Hypers MVC graphics and gameplay style. I feel like I have more work to do on him but he is as of now complete. Feedback is greatly appreciated as always!
  23. [Preview] OLD VIDEO!!!!! [Download] https://onedrive.live.com/redir?resid=95617500DFB4E9E5!4430&authkey=!AEuPQIJM-08Ihck&ithint=file%2czip http://www.mediafire.com/download/fld62jc2dzaxer8/SSGSS_Goku.zip [Comment] Updates! + Fixed Head/Mid Position. + Fixed Infinites. + Fixed All shadows, It was a over looked issue. + Fixed Knock Down issue with Ki Barrage. + Fixed Grab/ Floor issue. + Added Winquotes. After 2 Beta releases, Now its time for his official release. I could be horribly wrong when I say this but I Believe I fixed everything mentioned about him during his beta phase. I added the missing sounds and effects stuff, and more voices so he plays more proper. I think you all would like him, so PLEASE enjoy. OH as for the random palette thing, its gone with now sorta. however if you want to pick a random palette at ANY time press, DOWN, FORWARD, OR BACK, and START at the same time to change palettes.
  24. Super Saiyan God Super Saiyan Goku

    You want a regular goku, with blue form, and multi directional kamehamehaaa?
  • CHAT POD