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RicePigeon

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  1. Like
    RicePigeon got a reaction from Basara-kun in MFFA's Character of the Month Hall of Fame   
    2019
    January 2019 Winners:
    Gold Winner: Celesteela by TheBestMLTBM, O illusionista, CSAvion78, WiCloud, and Aequals1 Silver Winner: Roy by RMVGames  
    February 2019 Winners:
    Gold Winner: Real Police Dude by Brergrsart Silver Winner: Blue Suede Goo by Basara-kun  
    March 2019 Winners:
    Gold Winner: Sanic by GUMHOY  
    April 2019 Winners:
    Gold Winner #1: Ice by Basara-Kun Gold Winner #2: Thanos by The_None & Mr. Giang
  2. Upvote
    RicePigeon got a reaction from RobotMonkeyHead in MFFA's Character of the Month Hall of Fame   
    2019
    January 2019 Winners:
    Gold Winner: Celesteela by TheBestMLTBM, O illusionista, CSAvion78, WiCloud, and Aequals1 Silver Winner: Roy by RMVGames  
    February 2019 Winners:
    Gold Winner: Real Police Dude by Brergrsart Silver Winner: Blue Suede Goo by Basara-kun  
    March 2019 Winners:
    Gold Winner: Sanic by GUMHOY  
    April 2019 Winners:
    Gold Winner #1: Ice by Basara-Kun Gold Winner #2: Thanos by The_None & Mr. Giang
  3. Upvote
    RicePigeon got a reaction from YochiIsC00lest333 in MFFA's Character of the Month Hall of Fame   
    2019
    January 2019 Winners:
    Gold Winner: Celesteela by TheBestMLTBM, O illusionista, CSAvion78, WiCloud, and Aequals1 Silver Winner: Roy by RMVGames  
    February 2019 Winners:
    Gold Winner: Real Police Dude by Brergrsart Silver Winner: Blue Suede Goo by Basara-kun  
    March 2019 Winners:
    Gold Winner: Sanic by GUMHOY  
    April 2019 Winners:
    Gold Winner #1: Ice by Basara-Kun Gold Winner #2: Thanos by The_None & Mr. Giang
  4. Upvote
    RicePigeon got a reaction from thebestmlTBM in MFFA's Character of the Month Hall of Fame   
    2019
    January 2019 Winners:
    Gold Winner: Celesteela by TheBestMLTBM, O illusionista, CSAvion78, WiCloud, and Aequals1 Silver Winner: Roy by RMVGames  
    February 2019 Winners:
    Gold Winner: Real Police Dude by Brergrsart Silver Winner: Blue Suede Goo by Basara-kun  
    March 2019 Winners:
    Gold Winner: Sanic by GUMHOY  
    April 2019 Winners:
    Gold Winner #1: Ice by Basara-Kun Gold Winner #2: Thanos by The_None & Mr. Giang
  5. Upvote
    RicePigeon got a reaction from The Auditor in MFFA's Character of the Month Hall of Fame   
    2016
    January 2016 Winners:
    Gold Winner: Thanos by The_None Silver Winner #1: Bison Trooper X by The Magic Toaster Silver Winner #2: Lilith by Yamori X February 2016 Winners:
    Gold Winner: Linne by Websta Silver Winner: Morrigan by Daniel9999999 March 2016 Winners:
    Gold Winner: Merkava by Dronekiller Silver Winner: Patoelietoe Two by Daniel9999999 April 2016 Winners:
    Gold Winner: Clippy by The_None Silver Winner #1: Eirin Yagokoro by Ricepigeon Silver Winner #2 : God-O-Mite by The Magic Toaster Silver Winner #3 : Tiny B0rf / Pocket Morrigan by Daniel9999999 May 2016 Winners:
    Gold Winner #1: JJBA Lilith by YamoriX Gold Winner #2: SheBorg by tem(A) Silver Winner #1: Akira Yuki (Ghostkiller)
    Silver Winner #2: Heracross (GladiaCloud & Dylanius)
    Silver Winner #3: Papyrus (FourthRhyme)
    Silver Winner #4: Ritsu Tainaka (Dizzy)
  6. Upvote
    RicePigeon got a reaction from The Auditor in MFFA's Character of the Month Hall of Fame   
    This thread will display for reference, all the gold and silver winners of each CotM. As such, these characters are no longer eligible for nomination for future CotM.
     
    2015
    May 2015 Winners:
    Gold Winner: Majin Vegeta by Z2 Team Silver Winner: Shizuo by Websta June 2015 Winners:
    Gold Winner: M. Bison by Omegapsycho Silver Winner: Yang by YamoriX July 2015 Winners:
    Gold Winner #1: King Harkinian by The Answer Gold Winner #2: Sesame by The Magic Toaster August 2015 Winners:
    Gold Winner: Mio Akiyama  by Dissidia Silver Winner: Hong Miling by Daniel9999999 September 2015
    Gold Winner #1: Khameleon by Omegapsycho Gold Winner #2: Taiga Aisaka by Kohaku October 2015
    Gold Winner: Pope Benedict by The Magic Toaster Silver Winner: Asuna by Sennou-Room November 2015
    Gold Winner #1: Corpse by Ahuron Gold Winner #2: Kohaku OR2 by M3 Gold Winner #3: Unlaughmaker by The Magic Toaster Silver Winner: Flandre Scarlet by RicePigeon December 2015
    Gold Winner: Retro Suika by RoySquadRocks Silver Winner: Frank West by Kamekaze
  7. Like
    RicePigeon got a reaction from Danilka in Asriel Dreemurr   
    You do realize that the last post in this thread was from almost 2 years ago, right?
     
    Locking. @Secret1056 let me know if you want this thread reopened.
  8. Like
    RicePigeon got a reaction from Nep Heart in [WIP] Diary - Feb 6   
    Iku's been released
     
    In the meantime, been working on the next IZ character: Youmu. The biggest change to Youmu from GR is that her Spirit Level mechanic has been removed, so her gameplay is a bit more simplistic this time around.
     

    Completely reworked the way Insightful Sword functions and is now her Unique Skill. Instead of a counter like it was in the source games and GR, it now functions as a parry.
     

    Crescent Moon Slash (623p) isn't a new move by any means, but the biggest change is that it's now air usable, which she couldn't do in neither Soku nor GR.
     

    Intolerant Avici (63214p), Youmu's command grab Alt Skill from Soku. Unlike Soku, it has no automatic followup, but doesn't scale anywhere near as hard nor does it push the opponent as far from Youmu, making it more suitable for starting combos and adding to Youmu's pressure game. Unlike Soku, Youmu will always switch sides with the opponent regardless of which version is used.
  9. Upvote
    RicePigeon got a reaction from CoolAnimeHustler in [IZ Style] Mononobe no Futo released (10/30/22)   
    02/26/19: (Incident Zero) Iku Nagae released

    The ninth Incident Zero-styled character, the oarfish messenger of the dragon palace, Iku Nagae, has been released.
     
    Link: http://ricepigeon.neocities.org
     
    First release
  10. Upvote
    RicePigeon got a reaction from Ori-Ori in Roy (Fire Emblem) has been released by RMVGames   
    I thought AutoCLSN was phased out a long time ago?
  11. Like
    RicePigeon got a reaction from Nep Heart in Ricepigeon's Coding Tutorial & Code Snippet Repository   
    Well the forums are back, so time to post this recent discovery
     
    Invalid Combo Display System
    Compatibility:
    WinMUGEN Mugen 1.0 Mugen 1.1b IKEMEN  
     
    This was something I ended up studying around late 2018 when I ran into issues involving my own code, so the majority of this code is loosely based on a similar method used by 41's characters.

    If you've ever played any fighter that allows P2 to air tech out of a combo, such as Blazblue or Melty Blood, you'll know that the game usually gives you some type of indicator when you perform an invalid combo, where the opponent could have recovered during your combo but decided not to. This tutorial attempts to replicate such a system.

    NOTE: You'll need at least 1 free variable in your character's code. For this example, I'll be using Var(35).

    Assuming that you have the sprites needed for your "INVALID" indicator, you'll want to have 4 different animations: a fade in, and a fade out, one for each side (p1 and p2). Make sure that the last animation element of your fade-in animation has an infinite (-1) duration, while your fade-out animations have a finite time, otherwise you'll get weird instances of multiple explods; In this case, the fadeout animation lasts for 8f but you can adjust these to your liking:

     
    ;Invalid - Left fadein [Begin Action 7944] 7900,8, -100,0, 1 7900,8, -80,0, 1 7900,8, -60,0, 1 7900,8, -40,0, 1 7900,8, -20,0, 1 7900,8, 0,0, -1 ;Invalid - Left fadeout [Begin Action 7946] 7900,8, 0,0, 1,, AS256D0 7900,8, 0,0, 1,, AS224D32 7900,8, 0,0, 1,, AS192D64 7900,8, 0,0, 1,, AS160D96 7900,8, 0,0, 1,, AS128D128 7900,8, 0,0, 1,, AS96D160 7900,8, 0,0, 1,, AS64D192 7900,8, 0,0, 1,, AS32D224 ;Invalid - Right Fadein [Begin Action 7945] 7901,8, 100,0, 1 7901,8, 80,0, 1 7901,8, 60,0, 1 7901,8, 40,0, 1 7901,8, 20,0, 1 7901,8, 0,0, -1 ;Invalid - Right Fadeout [Begin Action 7947] 7901,8, 0,0, 1,, AS256D0 7901,8, 0,0, 1,, AS224D32 7901,8, 0,0, 1,, AS192D64 7901,8, 0,0, 1,, AS160D96 7901,8, 0,0, 1,, AS128D128 7901,8, 0,0, 1,, AS96D160 7901,8, 0,0, 1,, AS64D192 7901,8, 0,0, 1,, AS32D224 Next, place the following code in your -2 state:
     
    [State -2, Invalid Combo Explod] type = Explod trigger1 = numhelper(27944) trigger1 = numexplod(27944)=0 trigger1 = helper(27944),var(59)=1 anim = 1998 ;<-Invisible anim ID = 27944 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vel = 0,0 removetime = 999999999 pausemovetime = 999999999 supermovetime = 999999999 sprpriority = 5 ownpal = 1 removeongethit = 0 ignorehitpause = 1 [State -2, Invalid Combo RemoveExplod] type = RemoveExplod triggerall = numexplod(27944) trigger1 = numhelper(27944) trigger1 = helper(27944),var(59)=1 trigger1 = (helper(27944),var(0)=0)||(helper(27944),var(0)>100) trigger1 = numenemy trigger1 = enemynear(0),movetype!=H trigger2 = numhelper(27944)=0 id = 27944 ignorehitpause = 1 [State -2, Invalid Combo Helper] type = helper trigger1 = numexplod(27944)=0 trigger1 = numenemy trigger1 = P2StateType = A && P2MoveType = H trigger1 = EnemyNear,CanRecover trigger1 = (p2stateno != [120,155]) && (p2stateno!=[250,262]) && (p2stateno!=[450,451]) trigger1 = movehit=0 helpertype = normal name = "Invalid Combo" ID = 27944 pos = 0,0 postype = p1 stateno = 27944 ownpal = 1 facing = 1 pausemovetime = 999999999 supermovetime = 999999999 [State -2, Helper Movehit Flag] type = varadd trigger1 = var(35)>0 var(35)=-1 ignorehitpause = 1  
    In addition, add the following to each of your Helper states that have any Hitdefs (NOTE: Make sure these Helpers are created directly by the root and do not have another helper as its parent, otherwise this method will not work):
     
    [State 2011, Helper Hit Flag] type = parentvarset trigger1 = MoveHit=1 trigger1 = p2stateno != [120,159] var(35)=2 ignorehitpause = 1 persistent = 0  
    This code will create a helper that will handle the check for the conditions for displaying the Invalid Combo explod. It also creates an invisible Explod whenever this helper is active and removes it whenever this helper does not exist or when the opponent is not in a hitstate. The helper will also check to see if this invisible explod exists and, if at any point it does not, then the conditions for displaying the actual explod are satisfied. For this example, anim 1998 is being used as a blank animation.

    Var(35) acts as a flag to tell us when a helper-based projectile has hit an opponent, and then counts down. The reason we use a variable here instead of helper(xxx),movehit is not only to streamline the code instead of having to write down all Helper IDs, but also to avoid situations where multiple helpers with the same ID exist, such as any move that spawns multiple projectiles, which can easily cause the movehit triggers to return false negative results.

    Next is the helper state:
    ;===================================================== ; Invalid Combo Helper [StateDef 27944] type = A physics = N moveType = I anim = 1998 velSet = 0,0 ctrl = 0 ;var(0) - Elapsed time measurement after hit (for Invalid) ;var(2) - helper attack or hit flag (for invalid display) ;var(59) - Flag (0=Default, 1=Invalid) [State -2, Varset] type = varset triggerall = var(2)=0 trigger1 = root,var(35)>0 trigger2 = root,projhittime(XXXX)=1 ;PROJECTILE CONTROLLER IDS GO HERE var(2)=1 [State -2, Varset] type = varset triggerall = time=0 triggerall = var(59)=0 trigger1 = root,numexplod(27944)=0 trigger1 = numenemy trigger1 = p2statetype=A trigger1 = root,movehit=0 trigger1 = EnemyNear(0),CanRecover trigger1 = (p2stateno != [120,155]) && (p2stateno!=[250,262]) && (p2stateno!=[450,451]) var(59)=1 [State -2, Varset] type = varset triggerall = var(0)=0 && var(59)=1 trigger1 = root,movehit=1 trigger1 = numenemy trigger1 = p2statetype=A trigger1 = enemynear(0),hitshakeover trigger2 = var(2)!=0 var(0)=1 [State -2, Counterhit Explod] type = Explod triggerall = numexplod(7944)=0 trigger1 = var(59)=1 trigger1 = var(0)>0 anim = 7944+1*(root,teamside!=1) ID = 7944 pos = ifelse(teamside=1,0,320),120 postype = left facing = 1 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 999999999 supermovetime = 999999999 sprpriority = 999 scale = 0.5,0.5 ontop = 1 ownpal = 1 ignorehitpause = 1 [State -2, Counterhit Explod] type = Explod triggerall = numexplod(7945)=0 triggerall = numexplod(7944)=1 triggerall = numenemy trigger1 = enemynear(0),stateno=5150 || enemynear(0),alive=0 trigger2 = p2movetype!=H && p2stateno!=5120 trigger3 = enemynear(0),ctrl = 1 anim = 7946+1*(root,teamside!=1) ID = 7945 pos = ifelse(teamside=1,0,320),120 postype = left facing = 1 vfacing = 1 bindtime = -1 removetime = -2 pausemovetime = 999999999 supermovetime = 999999999 sprpriority = 999 scale = 0.5,0.5 ontop = 1 ownpal = 1 ignorehitpause = 1 [State -2, REX] type = removeexplod triggerall = numenemy trigger1 = enemynear(0),stateno=5150 || enemynear(0),alive=0 trigger2 = p2movetype!=H && p2stateno!=5120 trigger3 = enemynear(0),ctrl = 1 id = 7944 ignorehitpause = 1 [State -2, Timer] type = varadd trigger1 = var(0)>0 trigger1 = var(59)=1 var(0)=1 [State -2, Destroyself] type = destroyself trigger1 = var(59)=1 trigger1 = var(0)=0 || var(0)>101 trigger1 = numenemy trigger1 = (p2movetype!=H && p2stateno!=5120)||(enemynear(0),ctrl = 1)||(enemynear(0),stateno=5150 || enemynear(0),alive=0) trigger2 = var(59)=0 trigger2 = time>=1  
    One important thing to note is the first varset controller. If you have any attacks that utilize any projectiles using a Projectile state controller (as opposed to a Helper-based projectile), you'll need to write down each of their IDs as a separate trigger here, as this method won't be able to account for them otherwise. Effectively what this helper does is toggle between states where the opponent is in a state where they can recover (using var(59)). The reason why can't just use the canrecover trigger by itself is that this will immediately be reset the next time P2 is hit, so we need to be able to keep track of their previous state before the next hit connects. The way this helper is set up is that once these conditions are true, the Fade-in animation for our explod will display until the combo ends, at which point it will transition into the Fade-out animation.
  12. Upvote
    RicePigeon got a reaction from CoolAnimeHustler in CURRENT: Mugen Free For All Community Banner Contest 2019 - Voting   
    This is the second stage of our 2019 Banner contest. You are allowed only 1 vote. Deadline for voting is Friday, February 8th.
     
    The submissions are as follows:
     
    Rowser64


    StrikeFreedomGirl555


    TotalDramaXtremist


    ya boy Dronk


    Daemon (A)

     
    Daemon (B)


    Nodog

     
    TheArcadeStriker (A)


    TheArcadeStriker (B)


    TheArcadeStriker (C)


    RodKnee


    evilj93


    Liebrech

  13. Upvote
    RicePigeon got a reaction from CoolAnimeHustler in CURRENT: Mugen Free For All Community Banner Contest 2019 - Voting   
    In an unexpected twist, we have a tie. Congrats to both StrikeFreedomGirl555 and TotalDramaXtremist for having their submissions chosen for the next site banner!
  14. Upvote
    RicePigeon got a reaction from Ori-Ori in [WIP] Diary - Feb 6   
    I could have posted these individually but wanted some more substance so some progress on Iku;

    Dragonfish the Able Swimmer. Originally one of her alt specials in Soku, it's now her Unique Skill. Considering how slow Iku's actual movement speed is, this is a welcome addition to her arsenal, as it's effectively a dodge. Can also be used offensively to cross up opponents.
     

    Dragon Fish's Strike, her qcf+p Special. Always hits three times, but differs on distance traveled and recovery time at the end.
     

    Smite of the Goddess (dp+p). Iku's anti-air grab with a ton of range and damage. As you might expect, it whiffs against standing opponents. Aiding to Iku's ranged gameplay, it throws the opponent quite far afterward.
     

    Electrostatic Guided Missile (qcb+p). Air usable. Acts like a regular projectile at first unless the attack button is held down, in which case it will stop midway in order to chase the opponent once.
     

    Dragon God's Wrath (d,d+p). Okizeme tool. Iku can move around before the lightning strikes, but getting hit causes it to disappear.
  15. Upvote
    RicePigeon got a reaction from somebody407 in MFFA Character of the Month January 2019: Nominations   
    After a nearly 2 year hiatus, we're proud to announce the return of MFFA's Character of the Month event!
     
    Nominations & Voting Rules
    You may nominate up to 4 characters per month. You may only nominate a character that was released and/or updated during the given month. You cannot nominate a character that you created yourself. You are, however, allowed to vote for them should they pass the nomination stage. You cannot nominate characters that have previously won Gold or Silver in any previous Character of the Month. Be specific as to which character you are nominating; include both the name and the author name and, if applicable, the release thread of the character. To make things easier, we suggest that you append the number of nominations that the character has, including your own, when you make your nominations. Characters that have been nominated by at least 3 different people will become candidates for voting. Candidates for voting cannot be nominated any more (as there is no real purpose to this) Voting begins 15 days after the nomination period began, or once 20 characters have been nominated as candidates. The Nomination period will end on the 16th of every month, while the Voting period will end on the 1st of the following month, with a 1 week extension given in the event of a tie. The winner will be announced at the end of this period. At the end of each month, the top 2 voted characters will be declared the Gold and Silver winners, respectively. In the event of a tie, voting will be extended by 1 week. If the tie is not broken by then, there will be no Silver winners for that month. During this time, you will be permitted to vote for one character for CotM. So please choose wisely You may choose to do a Counter-Nomination. Counter-Nominations can only be done on characters that have obtained at least 3 nominations for CotM. When doing a Counter-Nomination, you MUST list the reason(s) why you believe that the character should not be in the list of candidates. Note that if we, the staff of MFFA, feel that your reason for candidacy rejection is not adequate enough, we have the right to reject your Counter-Nomination. At least three (3) valid Counter-Nominations are required for a character to be removed from the list of candidates. You can only make one Counter-Nomination per month, which does not count towards your 4 nomination limit. No collusion of any kind. If we find out that anyone has conspired with other users to nominate characters for the sole purpose of preventing another character from being nominated as a candidate by flooding the list of candidates until it reaches maximum capacity, those nominations will be null and void and all parties involved will be banned from participating in future CotM.  
    That being said, January 2018 Nominations will end on February 16th, 2018.
     
    Blacklisted characters:
    Any character that has already won CotM, a complete list of which can be found here  
    Candidates
    Celesteela by TheBestMLTBM, O illusionista, CSAvion78, WiCloud, and Aequals1 RM by RMaster007  
    Nominations
    Carykh by Dawn De Era - 2 Milla Basset by Artur - 2 Peppa Pig by Kadir - 2 DS12 by DS12 - 1 Lou by Gladiacloud - 1 Pokey the Penguin by SpaceMaster - 1 Roy by RMVGames - 1 Towelie by Pokemaster2016 - 1
  16. Thank You
    RicePigeon got a reaction from RobotMonkeyHead in MFFA Character of the Month January 2019: Nominations   
    After a nearly 2 year hiatus, we're proud to announce the return of MFFA's Character of the Month event!
     
    Nominations & Voting Rules
    You may nominate up to 4 characters per month. You may only nominate a character that was released and/or updated during the given month. You cannot nominate a character that you created yourself. You are, however, allowed to vote for them should they pass the nomination stage. You cannot nominate characters that have previously won Gold or Silver in any previous Character of the Month. Be specific as to which character you are nominating; include both the name and the author name and, if applicable, the release thread of the character. To make things easier, we suggest that you append the number of nominations that the character has, including your own, when you make your nominations. Characters that have been nominated by at least 3 different people will become candidates for voting. Candidates for voting cannot be nominated any more (as there is no real purpose to this) Voting begins 15 days after the nomination period began, or once 20 characters have been nominated as candidates. The Nomination period will end on the 16th of every month, while the Voting period will end on the 1st of the following month, with a 1 week extension given in the event of a tie. The winner will be announced at the end of this period. At the end of each month, the top 2 voted characters will be declared the Gold and Silver winners, respectively. In the event of a tie, voting will be extended by 1 week. If the tie is not broken by then, there will be no Silver winners for that month. During this time, you will be permitted to vote for one character for CotM. So please choose wisely You may choose to do a Counter-Nomination. Counter-Nominations can only be done on characters that have obtained at least 3 nominations for CotM. When doing a Counter-Nomination, you MUST list the reason(s) why you believe that the character should not be in the list of candidates. Note that if we, the staff of MFFA, feel that your reason for candidacy rejection is not adequate enough, we have the right to reject your Counter-Nomination. At least three (3) valid Counter-Nominations are required for a character to be removed from the list of candidates. You can only make one Counter-Nomination per month, which does not count towards your 4 nomination limit. No collusion of any kind. If we find out that anyone has conspired with other users to nominate characters for the sole purpose of preventing another character from being nominated as a candidate by flooding the list of candidates until it reaches maximum capacity, those nominations will be null and void and all parties involved will be banned from participating in future CotM.  
    That being said, January 2018 Nominations will end on February 16th, 2018.
     
    Blacklisted characters:
    Any character that has already won CotM, a complete list of which can be found here  
    Candidates
    Celesteela by TheBestMLTBM, O illusionista, CSAvion78, WiCloud, and Aequals1 RM by RMaster007  
    Nominations
    Carykh by Dawn De Era - 2 Milla Basset by Artur - 2 Peppa Pig by Kadir - 2 DS12 by DS12 - 1 Lou by Gladiacloud - 1 Pokey the Penguin by SpaceMaster - 1 Roy by RMVGames - 1 Towelie by Pokemaster2016 - 1
  17. Upvote
    RicePigeon got a reaction from IDGCaptainRussia in RM M.U.G.E.N Release: Micro M.U.G.E.N Daffy Duck   
    To be fair, his post was still referencing the character, so it's not completely off-topic, even if it was an unnecessary one-liner. Telling people to shut up and not to post in your threads, however, is, and that's not even mentioning how rude it is. Don't do it again. If you have an issue with someone breaking a rule, report it to a moderator and let them handle it.
  18. Upvote
    RicePigeon got a reaction from PlasmoidThunder in [GR Style] Ten characters updated (11/25/21, Thanksgiving Update)   
    01/23/19: (Gensokyo Reloaded) Patchouli updated
    GR Patchouli has been updated with some major rebalancing & bugfixes.
     
    5x: Damage decreased (30->25), proration increased (0.92->0.95). 2x: Damage decreased (30->25), proration increased (0.9->0.92). 5y: Hitbox priority decreased. 5y: Proration increased (0.92^2->0.945^2), damage decreased (35x2->31x2). 6y: Fixed bug where move causes less raw damage when cancelled into. 6z: Now causes a knockdown, hitvels adjusted. 2z: Removed. 3z input remapped to 2z. j5y: Proration increased (0.8->0.85). j5z: Proration increased (0.84^2->0.895^2). Summer Red: Fixed juggle flags, hitstun and blockstun increased by 3f. Grounded recovery increased by 4f. Summer Red [Air]: Recoil reduced, hitstun and blockstun now the same as grounded version. Sylphae Horn: Fixed bug involving combo counter. Supercancel conditions adjusted. Emerald City: Vertical hit velocity increased, proration increased (0.75->0.8). Autumn Blade: Fixed juggle flags. Winter Element: Proration increased (0.75->0.8). "St. Elmo's Pillar": Fireball now lands 3f earlier. Velocity formula adjusted to compensate. "Elemental Harvester": Can now be used in midair. "Royal Flare": Damage per hit increased (Total damage: 440->460), vertical hit velocity increased. "Philosopher's Stone": Fixed unintended behavior that allowed p2 to recover prematurely.
  19. Upvote
    RicePigeon got a reaction from RobotMonkeyHead in CURRENT: Mugen Free For All Community Banner Contest 2019 - Submissions   
    Got digital art skills? Want to show them off while contributing to the site? Now's your chance!
     
    Our community, Mugen Free For All, has been around for a very long time, with the earliest iteration of this site dating as far back as late 2007. Our site has undergone some drastic changes since then, but the spirit has always remained the same; and in that timespan, it's come time for another fresh coat of paint, which is where YOU, the community, come in.
     
    We'll be handling this event in a 2-stage process: Submissions & Voting. Submissions must meet the following criteria:
     
    Dimensions no larger than 1350x160. Must be MUGEN or Fighting Game related. Nothing R18/NSFW. Try to keep it PG-13 at maximum. Must be a static image (no GIF/APNG formats).  
    The deadline for submissions will be in exactly 2 weeks from today (January 24th, 2019), after which we will hold public voting.
  20. Upvote
    RicePigeon got a reaction from CoolAnimeHustler in [GR Style] Ten characters updated (11/25/21, Thanksgiving Update)   
    01/11/19: (Gensokyo Reloaded) Komachi Onozuka updated
    GR Komachi has been updated with a minor aesthetic change that was long overdue.
     
    Voice added.
  21. Upvote
    RicePigeon got a reaction from CoolAnimeHustler in Ricepigeon's Coding Tutorial & Code Snippet Repository   
    Psuedocode for the above in case anyone wants to devise their own implementations of this method:
     
    -------------------------- In the player's State -2: -------------------------- If the Invalid Check Helper exists and has its var(59)=1, create a permanent explod(99) if it does not exist. The explod should be active during all pauses. Remove the explod if one of the following cases is true: Case 1: - Invalid Helper exists and its var(59)=1 - Enemy is not in a hitstate - Helper's var(0) is either 0 or greater than 100 (see below) Case 2: - Invalid Helper does not exist Create the Invalid Helper under one of the following conditions: Case 1: - Explod(99) does not exist - P2 is in an aerial state and a hit state - P2 can recover - P2 is not in a guarding state or any other custom state - P1's move did not hit (movehit=0) Case 2: - Explod(99) does not exist - P2 is in Specific Custom State for a certain duration The Invalid Helper must be active during all pauses ---------------------------- In the Invalid Helper State: ---------------------------- var(0) - Elapsed time measurement after hit (for Invalid) var(2) - Helper attack hit flag (for invalid display) var(59) - Call type determination flag (0 = default, 1 = invalid) When var(2)=0, if root,numhelper(x) and (helper(x),movehit=1), set var(2)=1 At Invalid Helper time=0, when var(59)=0, set var(59)=1 under any of the following conditions: Case 1: - Root,numexplod(99)=0 (see above) - Enemy is in an aerial state - root's move did not hit (movehit=0) - Enemy can recover, and is not in any Custom States Set var(0)=1 when one of the following cases are true: Case 1: - var(59)=1 and var(0)=0 - root,movehit=1 - Opponent is in an aerial state with hitshakeover = 1 Case 2: - var(59)=1 and var(0)=0 - var(2)!=0 Display the Invalid Combo explod when all of the following are true: - Explod does not exist - var(59)=1 - var(0)>0 Remove the explod when one of the following are true: - enemy is not in hitstate and is not in state 5120 - enemy regains control - enemy is KOed Increase var(0) by 1 when the following are true: - var(59) = 1 - var(0) is nonzero Destroy the helper when one of the following is true: Case 1: - Var(59)=1 - var(0)=0 OR >=102 - Opponent is not in a hitstate and not in 5120, has control, or is KOed Case 3: - Var(59)=0 - helper's time>=1  
  22. Upvote
    RicePigeon got a reaction from CoolAnimeHustler in Ricepigeon's Coding Tutorial & Code Snippet Repository   
    Well the forums are back, so time to post this recent discovery
     
    Invalid Combo Display System
    Compatibility:
    WinMUGEN Mugen 1.0 Mugen 1.1b IKEMEN  
     
    This was something I ended up studying around late 2018 when I ran into issues involving my own code, so the majority of this code is loosely based on a similar method used by 41's characters.

    If you've ever played any fighter that allows P2 to air tech out of a combo, such as Blazblue or Melty Blood, you'll know that the game usually gives you some type of indicator when you perform an invalid combo, where the opponent could have recovered during your combo but decided not to. This tutorial attempts to replicate such a system.

    NOTE: You'll need at least 1 free variable in your character's code. For this example, I'll be using Var(35).

    Assuming that you have the sprites needed for your "INVALID" indicator, you'll want to have 4 different animations: a fade in, and a fade out, one for each side (p1 and p2). Make sure that the last animation element of your fade-in animation has an infinite (-1) duration, while your fade-out animations have a finite time, otherwise you'll get weird instances of multiple explods; In this case, the fadeout animation lasts for 8f but you can adjust these to your liking:

     
    ;Invalid - Left fadein [Begin Action 7944] 7900,8, -100,0, 1 7900,8, -80,0, 1 7900,8, -60,0, 1 7900,8, -40,0, 1 7900,8, -20,0, 1 7900,8, 0,0, -1 ;Invalid - Left fadeout [Begin Action 7946] 7900,8, 0,0, 1,, AS256D0 7900,8, 0,0, 1,, AS224D32 7900,8, 0,0, 1,, AS192D64 7900,8, 0,0, 1,, AS160D96 7900,8, 0,0, 1,, AS128D128 7900,8, 0,0, 1,, AS96D160 7900,8, 0,0, 1,, AS64D192 7900,8, 0,0, 1,, AS32D224 ;Invalid - Right Fadein [Begin Action 7945] 7901,8, 100,0, 1 7901,8, 80,0, 1 7901,8, 60,0, 1 7901,8, 40,0, 1 7901,8, 20,0, 1 7901,8, 0,0, -1 ;Invalid - Right Fadeout [Begin Action 7947] 7901,8, 0,0, 1,, AS256D0 7901,8, 0,0, 1,, AS224D32 7901,8, 0,0, 1,, AS192D64 7901,8, 0,0, 1,, AS160D96 7901,8, 0,0, 1,, AS128D128 7901,8, 0,0, 1,, AS96D160 7901,8, 0,0, 1,, AS64D192 7901,8, 0,0, 1,, AS32D224 Next, place the following code in your -2 state:
     
    [State -2, Invalid Combo Explod] type = Explod trigger1 = numhelper(27944) trigger1 = numexplod(27944)=0 trigger1 = helper(27944),var(59)=1 anim = 1998 ;<-Invisible anim ID = 27944 pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 vel = 0,0 removetime = 999999999 pausemovetime = 999999999 supermovetime = 999999999 sprpriority = 5 ownpal = 1 removeongethit = 0 ignorehitpause = 1 [State -2, Invalid Combo RemoveExplod] type = RemoveExplod triggerall = numexplod(27944) trigger1 = numhelper(27944) trigger1 = helper(27944),var(59)=1 trigger1 = (helper(27944),var(0)=0)||(helper(27944),var(0)>100) trigger1 = numenemy trigger1 = enemynear(0),movetype!=H trigger2 = numhelper(27944)=0 id = 27944 ignorehitpause = 1 [State -2, Invalid Combo Helper] type = helper trigger1 = numexplod(27944)=0 trigger1 = numenemy trigger1 = P2StateType = A && P2MoveType = H trigger1 = EnemyNear,CanRecover trigger1 = (p2stateno != [120,155]) && (p2stateno!=[250,262]) && (p2stateno!=[450,451]) trigger1 = movehit=0 helpertype = normal name = "Invalid Combo" ID = 27944 pos = 0,0 postype = p1 stateno = 27944 ownpal = 1 facing = 1 pausemovetime = 999999999 supermovetime = 999999999 [State -2, Helper Movehit Flag] type = varadd trigger1 = var(35)>0 var(35)=-1 ignorehitpause = 1  
    In addition, add the following to each of your Helper states that have any Hitdefs (NOTE: Make sure these Helpers are created directly by the root and do not have another helper as its parent, otherwise this method will not work):
     
    [State 2011, Helper Hit Flag] type = parentvarset trigger1 = MoveHit=1 trigger1 = p2stateno != [120,159] var(35)=2 ignorehitpause = 1 persistent = 0  
    This code will create a helper that will handle the check for the conditions for displaying the Invalid Combo explod. It also creates an invisible Explod whenever this helper is active and removes it whenever this helper does not exist or when the opponent is not in a hitstate. The helper will also check to see if this invisible explod exists and, if at any point it does not, then the conditions for displaying the actual explod are satisfied. For this example, anim 1998 is being used as a blank animation.

    Var(35) acts as a flag to tell us when a helper-based projectile has hit an opponent, and then counts down. The reason we use a variable here instead of helper(xxx),movehit is not only to streamline the code instead of having to write down all Helper IDs, but also to avoid situations where multiple helpers with the same ID exist, such as any move that spawns multiple projectiles, which can easily cause the movehit triggers to return false negative results.

    Next is the helper state:
    ;===================================================== ; Invalid Combo Helper [StateDef 27944] type = A physics = N moveType = I anim = 1998 velSet = 0,0 ctrl = 0 ;var(0) - Elapsed time measurement after hit (for Invalid) ;var(2) - helper attack or hit flag (for invalid display) ;var(59) - Flag (0=Default, 1=Invalid) [State -2, Varset] type = varset triggerall = var(2)=0 trigger1 = root,var(35)>0 trigger2 = root,projhittime(XXXX)=1 ;PROJECTILE CONTROLLER IDS GO HERE var(2)=1 [State -2, Varset] type = varset triggerall = time=0 triggerall = var(59)=0 trigger1 = root,numexplod(27944)=0 trigger1 = numenemy trigger1 = p2statetype=A trigger1 = root,movehit=0 trigger1 = EnemyNear(0),CanRecover trigger1 = (p2stateno != [120,155]) && (p2stateno!=[250,262]) && (p2stateno!=[450,451]) var(59)=1 [State -2, Varset] type = varset triggerall = var(0)=0 && var(59)=1 trigger1 = root,movehit=1 trigger1 = numenemy trigger1 = p2statetype=A trigger1 = enemynear(0),hitshakeover trigger2 = var(2)!=0 var(0)=1 [State -2, Counterhit Explod] type = Explod triggerall = numexplod(7944)=0 trigger1 = var(59)=1 trigger1 = var(0)>0 anim = 7944+1*(root,teamside!=1) ID = 7944 pos = ifelse(teamside=1,0,320),120 postype = left facing = 1 vfacing = 1 bindtime = -1 removetime = -1 pausemovetime = 999999999 supermovetime = 999999999 sprpriority = 999 scale = 0.5,0.5 ontop = 1 ownpal = 1 ignorehitpause = 1 [State -2, Counterhit Explod] type = Explod triggerall = numexplod(7945)=0 triggerall = numexplod(7944)=1 triggerall = numenemy trigger1 = enemynear(0),stateno=5150 || enemynear(0),alive=0 trigger2 = p2movetype!=H && p2stateno!=5120 trigger3 = enemynear(0),ctrl = 1 anim = 7946+1*(root,teamside!=1) ID = 7945 pos = ifelse(teamside=1,0,320),120 postype = left facing = 1 vfacing = 1 bindtime = -1 removetime = -2 pausemovetime = 999999999 supermovetime = 999999999 sprpriority = 999 scale = 0.5,0.5 ontop = 1 ownpal = 1 ignorehitpause = 1 [State -2, REX] type = removeexplod triggerall = numenemy trigger1 = enemynear(0),stateno=5150 || enemynear(0),alive=0 trigger2 = p2movetype!=H && p2stateno!=5120 trigger3 = enemynear(0),ctrl = 1 id = 7944 ignorehitpause = 1 [State -2, Timer] type = varadd trigger1 = var(0)>0 trigger1 = var(59)=1 var(0)=1 [State -2, Destroyself] type = destroyself trigger1 = var(59)=1 trigger1 = var(0)=0 || var(0)>101 trigger1 = numenemy trigger1 = (p2movetype!=H && p2stateno!=5120)||(enemynear(0),ctrl = 1)||(enemynear(0),stateno=5150 || enemynear(0),alive=0) trigger2 = var(59)=0 trigger2 = time>=1  
    One important thing to note is the first varset controller. If you have any attacks that utilize any projectiles using a Projectile state controller (as opposed to a Helper-based projectile), you'll need to write down each of their IDs as a separate trigger here, as this method won't be able to account for them otherwise. Effectively what this helper does is toggle between states where the opponent is in a state where they can recover (using var(59)). The reason why can't just use the canrecover trigger by itself is that this will immediately be reset the next time P2 is hit, so we need to be able to keep track of their previous state before the next hit connects. The way this helper is set up is that once these conditions are true, the Fade-in animation for our explod will display until the combo ends, at which point it will transition into the Fade-out animation.
  23. Upvote
    RicePigeon got a reaction from CoolAnimeHustler in Ricepigeon's Coding Tutorial & Code Snippet Repository   
    This will mostly be a repository for anything that I've come across during my experience with the engine.
  24. Upvote
    RicePigeon got a reaction from Sete in Toyosatomimi no Miko by mamedaifuku [11/4/2018]   
    Odd. Seems like the link was removed, as it was there earlier. Wonder what happened.
     
    Edit: Turns out the site has time-limited file retention (similar to sendspace), so I'm assuming the link just expired automatically. Here's a backup:
     
    https://www.mediafire.com/file/zgpi3mgd5t45wyo/miko.zip/file
  25. Upvote
    RicePigeon got a reaction from CoolAnimeHustler in Toyosatomimi no Miko by mamedaifuku [11/4/2018]   
    Been looking forward to this.
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