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Okami

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Everything posted by Okami

  1. Finally finished Lilith, and... she was a pain to do, thanks to (Targetbind - cough) Well, I tried to be accurate, so feel free to post feedback and suggestions for fixes or such. I will update her as soon as I can, and feel free to tell me to when should I update. Images: Readme and credits are given properly this time. Lilith should have mechanics same as her VP gameplay. She has a lot of grab specials (Hence a Grappler-Type character) Apparently she only has 1 super (Atomic Buster - combining 4-5 of her special grabs into a super grab finale?) AI is coded (Intermediate so far - will update if anyone want harder difficulty) Download: http://www.mediafire.com/?lwg3nhvcaugd2bs (Will update to mugencoder soon since its up now) Video: Will upload soon but you can check my WIP video on my WIP thread.
  2. I played these games for VERY long, trying to create the best possible paragon character, and only found out the best ending is not the paragon choice.................
  3. WIP 56% Progress I'll probably have to remove the strikers... >_<
  4. FYI.. that VP character you guys want is apparently a custom character.. with very interesting gameplay Thanks for this johnny, hope this plays better than the other one o-O
  5. Wtf just happened... you can remove the updated link afterwards anyways. Like temporary upload to "mediafire" or a sharing site, delete the uploaded content after the person is done dling it. Hence, "removes" the conflict that you guys are bickering about O_O
  6. Digital Art is awesome =D
  7. btw who made that hilda o-o wip by zsm prob?
  8. Updated Video - with strikers for Lilith and Kaede. (Will code attacks for lilith now since I got all her required stuff done..)
  9. O ok, guess I'll use that from now on XD
  10. UPDATE Kaede is now uploaded with Helpers, and better intro (though u prob have to edit it to your liking. Link: http://www.mediafire.com/?tdm2dqhitw3updy
  11. Dude, I know how to use targetbind =D, remember?
  12. Hmm? Whats wrong, I think I used the wrong image uploaded for gifs o-o Sry the loader messed up (imageuploaded)
  13. I did quote "adding helpers" while doing Lilith? Geez =x
  14. Hmm, guess while I was working on the helpers on Kaede, I'll guess I should do another VP char, and I decided to do Lilith, a wrestler... girl XD. Well here is a standing gif of her.
  15. http://www.mediafire.com/?b589njke02mcxqd Sry here?
  16. UPDATE - http://www.mediafire.com/?b589njke02mcxqd Fixed the SUPER ISSUE. Freezing SHOULD BE GONE NOW.
  17. Ya I was suppose to have a limit to stop that - apparently 50 ticks is too long rofl. PLZ name the freeze issue. Why did she freeze?
  18. After 5 days of hard work, I finally finished Kaede! Well without helpers because I got mixed views about it. Well here is video: 95% Progress Video - Whats included: Readmes Attacks relatively the same in source Counters Portraits AI - Scale difficulty Supers - >_> annoying DL Link: http://www.mediafire.com/?2eamz41zwd64mde Screenshot: Please Post Suggestions And Feedbacks
  19. Not that hard lol, it just simple expressions, take your time and you can learn from it.
  20. Whats up! Welcome to a Beginner Guide on AI Coding. Since there are a lot of AI tutorials that are a bit in depth, but not really helpful to others (DON'T KNOW WHY), Guess I'll post a tutorial on AI Coding. First, to start AI coding, YOU MUST KNOW HOW TO CODE A CHARACTER WITH SOME EXPERIENCE (Well at least understand the codes) (Important or you'll get confused like an idiot =x) First, there are 2 different methods of implementing AI in terms of compatibility: Var AI coding: Coding AI through variable activation. Usually having a var set at either the CMD or the CNS file. Use this to recognize if this is the player or not the player, and must include various cpu commands for AI through this method. NOT recommended since this is old AI coding, refer to mugendocs if you want to do the hard way for custom AI. Simple steps however: Varset - var(59) occasionally for AI activation Trigger - var(59) = 0 or var(59) > 0 to see if this is an AI command or Human Command Example: CPU COMMANDS : <- NEEDED, usually complex hard to implicate for humans [state -1, AI TRIGGER] <- TRIGGER FOR AI type = Varset <-VAR SETTING triggerall = RoundState = 2 <- Occurs if RoundState = 2 (ROUND START) trigger1 = command = "cpu1" <- make the commands like x,d,f,d,x,f,x -> etc trigger2 = command = "cpu2" trigger3 = command = "cpu3" trigger4 = command = "cpu4" trigger5 = command = "cpu5" trigger6 = command = "cpu6" trigger7 = command = "cpu7" trigger8 = command = "cpu8" trigger9 = command = "cpu9" trigger10 = command = "cpu10" trigger11 = command = "cpu11" trigger12 = command = "cpu12" trigger13 = command = "cpu13" trigger14 = command = "cpu14" trigger15 = command = "cpu15" trigger16 = command = "cpu16" trigger17 = command = "cpu17" trigger18 = command = "cpu18" trigger19 = command = "cpu19" trigger20 = command = "cpu20" trigger21 = command = "cpu21" trigger22 = command = "cpu22" trigger23 = command = "cpu23" trigger24 = command = "cpu24" trigger25 = command = "cpu25" trigger26 = command = "cpu26" trigger27 = command = "cpu27" trigger28 = command = "cpu28" trigger29 = command = "cpu29" trigger30 = command = "cpu30" v = 7 <- Variable is 7 -> var(7) value = 1 <- Value is 1 -> var(7) = 1 Example of how this works: <- Duplication State Method - One for AI and One for You [state -1, Stand Medium Left Punch] ; Human State type = ChangeState value = 900 triggerall = var (7) != ; Trigger for When var(7) != 1 -> Its Human! triggerall = command = "Stand Medium Left Punch" ; Human Command trigger1 = statetype != A ; Your state should not be equal to A - Hence AIR trigger1 = ctrl ; You Have Control trigger2 = (stateno = 200 || stateno = 210 || stateno = 400 || stateno = 410 ) && movecontact trigger3 = (stateno = 901 && time > 17) && movecontact trigger4 = (stateno = 902 && time > 28) && movecontact trigger5 = (stateno = 903 && time > 10) && movecontact Triggers 1-5 are the conditions when it can happen and how many it can be linked or duplicated Important as you can use more complex triggers for better custom AI [state -1, Stand Medium Left Punch AI] AI State State type = ChangeState value = 900 triggerall = var (7) Trigger for When var(7) = 1 -> Its CPU triggerall = !Win ; Don't need but usually AI turns on if the AI did not win and won't go again after win. triggerall = P2bodydist X = [0,20] Move should occur if p2bodydist x is around 0-20 pixels triggerall = P2StateType != L Move should occur if p2statetype is not lying down trigger1 = statetype != A Can't do this move in AIR to prevent bugs in AI trigger1 = ctrl AI must have control to use this trigger1= random <= 300 Not recommended way to do random, you can use triggerall = random <= (expression) for better transition trigger2= random <= 300 trigger3= random <= 300 trigger4= random <= 300 trigger5= random <= 300 trigger2 = (stateno = 200 || stateno = 210 || stateno = 400 || stateno = 410 ) && movecontact trigger3 = (stateno = 901 && time > 17) && movecontact trigger4 = (stateno = 902 && time > 28) && movecontact trigger5 = (sta teno = 903 && time > 10) && movecontact Triggers 2-5! IMPORTANT FOR AI linking combos and states for better AI Note: AI can be scaled through variable by having a variable placed in the random with an expression, must be for moderate coders only =P Advantages : Can be used for custom combos really well, if you know how to code more complex triggers and using other triggers and expressions. Disadvantages: Coding may be complex, and CPU commands tend to override Human commands. Basically, ending up being controlled by the CPU while you SUPPOSE to play. Note: You can have one state for both AI and Human, just set it different triggers and don't use triggeralls that only apply to AI or Human or it will cause errors. This is the old method to use, but I recommend the AILevel method. AILevel Method Coding: This method of Coding is the most up to date and the best way to code characters as it includes a very handy feature: Adjustable Diffuculties! There is no need to include CPU commands or variables to activate AI, however, you can use complex expressions and vars for AI custom combos and human commands. Example: -> You can do it the Duplication State Way NOTE: For Human Commands YOU MUST HAVE TRIGGERALL = !AILEVEL TO SPECIFY THAT YOU ARE NOT AI While Triggerall = AIlevel is applied to CPU commands. [state -1, Lotus Sinking Fangs AI] type = ChangeState value = 1200 triggerall = AIlevel ; Applied if AI is activated triggerall = random <= AIlevel*10 ; AI level is based on level 1 - 8 - AIlevel is multipled by 10 meaning at AIlevel = 8 it has a 80% change of this move happening with 80% of the triggers that is activated. triggerall = p2bodydist x = [0,20] ; Distance trigger as explained above triggerall = power >= 3000 ; IMPORTANT, AI MUST HAVE THIS TRIGGER OR ELSE THEY CAN SPAM SUPER! trigger1 = statetype = S ; Has to stand to activate move trigger1 = ctrl ; AI is in control You can have more triggers to activate this move more by adding other expressions and more triggers. Most you probably need is 10 for triggers, for 10 different outcomes * state triggers outcomes in other states. THIS WAY OF CODING IS EASIER AND IT IS RECOMMENDED TO BE USED FOR BEGINNERS Moderate and Expert Coders Occasionally Use Vars and AIlevel coding together for Good AI, but AIlevel is all you really need for AI activation, and triggers are used to define the right trigger to make the move work without bugs and to work properly for AI NOTE: IF any questions is asked, I will answer and update this post and give feedback on it!
  21. 95% Progress Vid, finished all the moves. I probably will do some tweaking (fixing that darn super) and Add AI. Prob will release kaede today ^^
  22. He hasn't been online for 2 weeks in Skype. No idea if he does.
  23. Can you convert the OMK lifebars created by Rizki29 to 640x480? =P thanks if you have time.
  24. UPDATE More attacks has been done, her claw special and her combo special. Also her slash special. Planning to finish her wall special, 3 counters, and grab later on. Supers will be done too, if I have the time =P. I might also release an alpha.. if I should ._.
  25. More Progress, now she has all the normals, including the forward (kick) -> Which I think I included. She has her crouching attacks (3) done and (3) air with one air special as shown. More will be done later on :) Thanks for watching ^^ Update 5 -
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