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Алексей

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  1. Upvote
    Алексей got a reaction from RobotMonkeyHead in Need help coding a moves list.   
    No problem. Best of luck to you!
  2. Upvote
    Алексей got a reaction from LightFlare_Da_Realest in You Are Dead - Total Distortion   
    [Preview]


    [Download]
    http://mugencoder.com/authors/details/286

    [info]
    - 640x480 and 850x480 (by proxy 1280x720)

    Hey everyone,

    This is my latest stage that I came with from listening to a vgm playlist on youtube. I wasn't expecting to hear the song You Are Dead play and it was amazing. I did some research and found out that it came from the game Total Distortion. A week later and this was born. Enjoy!
  3. Upvote
    Алексей got a reaction from Hellzone in Pixel Fight   
    I was stuck for a bit, but picked it up again and completed the Fight, Round, KO, etc. animations, the combo counter and win counter icons and the announcer voice. All that's left for the bars is to make Turns and Simul variants. After that, I'm probably going to make some custom fightfx for them too. :P
  4. Upvote
    Алексей got a reaction from Big Green in Pixel Fight   
    Hello everyone,
    I'd like to introduce to you all my idea for a screenpack. I got bored at work the other day and came up with this. Normally, I scrap ideas as soon as they come to fruition because they're just not good enough, but this one I really wanted to stick with after comping up a prototype in PS. Without further ado, I give you the workings of Pixel Fighter:

    This released now! Check out the release thread:


    These screens don't show everything as the background effects really can't be show here besides maybe a frame:




    Video Preview (Outdated):




    Features and plans:
    - Cycling background colors
    - New-age pixel style with modern color scheme
    - Animated transitions
    - Background and foreground element animations
    - Mugen 1.1 32-bit source graphics, meaning no color loss
    - HD 1280x720
    - Matching lifebars with possible custom fightfx effects to match the style
    - 800+ character slot variant
    - Chiptune-like/synthesized music and UI sfx

    That's it for now, but I plan to keep this thread update. Let me know what you think. I really like the idea and hope to let this see the light of day.
  5. Upvote
    Алексей got a reaction from Ex✭Cᴀʜᴍ in Pixel Fight   
    Thanks! Most of the screenpacks I have seen for HD that are really nice to me, have custom portraits. While they look amazing, who wants to do all that work? Not I. Laziness for the win! I have no plans to scrap it, so I'd say it's a surefire "yes." :)
  6. Upvote
    Алексей got a reaction from Sir Ghostler in Pixel Fight   
    Hello everyone,
    I'd like to introduce to you all my idea for a screenpack. I got bored at work the other day and came up with this. Normally, I scrap ideas as soon as they come to fruition because they're just not good enough, but this one I really wanted to stick with after comping up a prototype in PS. Without further ado, I give you the workings of Pixel Fighter:

    This released now! Check out the release thread:


    These screens don't show everything as the background effects really can't be show here besides maybe a frame:




    Video Preview (Outdated):




    Features and plans:
    - Cycling background colors
    - New-age pixel style with modern color scheme
    - Animated transitions
    - Background and foreground element animations
    - Mugen 1.1 32-bit source graphics, meaning no color loss
    - HD 1280x720
    - Matching lifebars with possible custom fightfx effects to match the style
    - 800+ character slot variant
    - Chiptune-like/synthesized music and UI sfx

    That's it for now, but I plan to keep this thread update. Let me know what you think. I really like the idea and hope to let this see the light of day.
  7. Upvote
    Алексей got a reaction from Dan in Pixel Fight   
    Hello everyone,
    I'd like to introduce to you all my idea for a screenpack. I got bored at work the other day and came up with this. Normally, I scrap ideas as soon as they come to fruition because they're just not good enough, but this one I really wanted to stick with after comping up a prototype in PS. Without further ado, I give you the workings of Pixel Fighter:

    This released now! Check out the release thread:


    These screens don't show everything as the background effects really can't be show here besides maybe a frame:




    Video Preview (Outdated):




    Features and plans:
    - Cycling background colors
    - New-age pixel style with modern color scheme
    - Animated transitions
    - Background and foreground element animations
    - Mugen 1.1 32-bit source graphics, meaning no color loss
    - HD 1280x720
    - Matching lifebars with possible custom fightfx effects to match the style
    - 800+ character slot variant
    - Chiptune-like/synthesized music and UI sfx

    That's it for now, but I plan to keep this thread update. Let me know what you think. I really like the idea and hope to let this see the light of day.
  8. Upvote
    Алексей got a reaction from Hellzone in Pixel Fight   
    Hehe, I can't see it being over 200mb, but I'll watch the file size. I actually don't know how large it is right now, lol. Yep, there will be an 800+ slot patch and it's HD 1280x720.
  9. Upvote
    Алексей reacted to RicePigeon in State Tree-based AI method   
    Considering the identical conditions, we look at both controllers and see that when the conditions are right, and see that both have a 50% chance of sending the player into either state, at least thats what it looks like on the surface. Remember the top-down processing order I mentioned before? With that in mind, lets follow the code again. Lets assume the conditions are right. We see that Shoryuken has a 50% chance of occuring on the first possible tick. But what about that other 50%? That other 50%, we check for the Hard Punch, which itself has a 50% chance of occuring. This means that we have a 50% chance of using our Shoryuken, a 25% chance of the Hard Punch, or nothing at all.

    If we want the AI to give the illusion of a human player, we want those odds to be roughly equal, so as to keep our opponent guessing like they would against a human player, as opposed to a predictable scripted AI. While it's impossible to make an AI that performs exactly as a human player would, we can at least remove the above problem from the equation. To do this, we need to take advantage of State Trees.

    For those of you who aren't computer science geeks, a state tree is basically a graph of all states that a state machine, such as a mugen character can be in, and all possible outcomes or paths that machine can take. In our example, since we want to script our AI so as to not be so predictable, we want our AI to be able to perform several different options when conditions are right. For example, say the conditions are right for us to use an antiair attack, such as when an opponent is jumping in, we want to be able to do one of the following;
    Shoryuken Hard Punch Dash backward Roll forward Jump up If we followed the pattern of the AI code snippet above, these five different actions would each have a split of 50% - 25% - 12.5% - 6.25% - 3.125% in that respective order. Ideally, each of these should have a 20% chance. Thats where this code comes in;

    First, in your -2 state, make sure to add the following controller;
     
     


    This will spawn a helper that will make all AI based decisions for us. The idea is that we are going to have the helper look at all possible conditions, look at a list of all possible states our character can go in to, randomly choose one and pass it back to the player. Now, inside our helper, we'll have the following code. We'll go over each one step by step and explain what they do.
     
     

    This section contains the required Statedef for our helper state, and makes it so that the helper is always bound to the player and facing the player's direction. This way, we can simply call certain triggers without the need for redirection, such as p2dist x, pos y, and so forth.
     

    Our helper's RNG. Basically, our Helper will be producing a constant stream of random numbers each tick to be used for state selection. The reason we don't simply call random in each instance is because random reinitializes itself every time it is called. If you don't understand yet, don't worry, as this will make more sense later on.
     


    This is the meat of our AI decision making:
    <conditions>: refers to the set of triggers you would normally put in your AI's state controllers, such as p2dist x, statetype !=A, and so on. <number of outcomes>: refers to the total number of possible outcomes you want for your set of conditions. In our above example, we have a total of 5 outcomes, so this would be set to five. <stateno of outcome #X>: this is the stateno for each of your possible outcomes In this case, var(0) is the random number that we stored earlier. Var(1) stores the state number that we wish to pass back to the root. Var(2) is merely a flag for when we want our AI tree to decide which state to go to next, and dictates how long to hold that value for before we regenerate another outcome. We dont want to generate a stateno if we already have one generated. In this setup, higher AI levels generate outcomes more frequently, providing for quicker reaction times. Here is an example of this block of code in action;
     

     
     


    In this above example, we have five possible states that our AI controlled player can go into when the following conditions are true:

        player 2 is lying down
        player 1 is not attacking
        player 1 is not in the air

    For each set of conditions, such as antiair, a certain distance between p1 and p2 is reached, etc, you will repeat this process for each set of states. Let us continue.
     
     


    This piece of code is what allows the helper to pass the stateno back to player 1 once the meat of the work is done.
     
     


    This piece of code counts down Var(2), which doubles as a buffer. Once Var(2) reaches 0, we can generate another stateno for our root player. When this happens, we tell our root player that we do not currently have a state generated by setting the value to 0 (or any other sentinel value of your choosing).
     
     


    This destroys the helper if the player is not under the control of AI, since the helper is no longer necessary.

    We're almost done. Go back to your CMD file, and under each Changestate controller where you would normally add your AI code, change each one to include the following:
     
     


    Basically your global conditions, such as statetype, cancel ability, power requirements, etc should be moved to triggerall. Your trigger1s should be everything related to human control. For the AI control, remember Var(58), which we used to pass the stateno value back to player 1? This tells the player to change to that state ONLY when Var(58) is the same stateno value as the one in the controller here. In this case, this tells player 1 to only change to state 220 if the AI helper tells us to. You would repeat this for every single changestate in your CMD file.
  10. Upvote
    Алексей got a reaction from Ex✭Cᴀʜᴍ in Pixel Fight   
    Hehe, I can't see it being over 200mb, but I'll watch the file size. I actually don't know how large it is right now, lol. Yep, there will be an 800+ slot patch and it's HD 1280x720.
  11. Upvote
    Алексей got a reaction from sonikun in Pixel Fight   
    Hello everyone,
    I'd like to introduce to you all my idea for a screenpack. I got bored at work the other day and came up with this. Normally, I scrap ideas as soon as they come to fruition because they're just not good enough, but this one I really wanted to stick with after comping up a prototype in PS. Without further ado, I give you the workings of Pixel Fighter:

    This released now! Check out the release thread:


    These screens don't show everything as the background effects really can't be show here besides maybe a frame:




    Video Preview (Outdated):




    Features and plans:
    - Cycling background colors
    - New-age pixel style with modern color scheme
    - Animated transitions
    - Background and foreground element animations
    - Mugen 1.1 32-bit source graphics, meaning no color loss
    - HD 1280x720
    - Matching lifebars with possible custom fightfx effects to match the style
    - 800+ character slot variant
    - Chiptune-like/synthesized music and UI sfx

    That's it for now, but I plan to keep this thread update. Let me know what you think. I really like the idea and hope to let this see the light of day.
  12. Upvote
    Алексей got a reaction from Ex✭Cᴀʜᴍ in Pixel Fight   
    Hello everyone,
    I'd like to introduce to you all my idea for a screenpack. I got bored at work the other day and came up with this. Normally, I scrap ideas as soon as they come to fruition because they're just not good enough, but this one I really wanted to stick with after comping up a prototype in PS. Without further ado, I give you the workings of Pixel Fighter:

    This released now! Check out the release thread:


    These screens don't show everything as the background effects really can't be show here besides maybe a frame:




    Video Preview (Outdated):




    Features and plans:
    - Cycling background colors
    - New-age pixel style with modern color scheme
    - Animated transitions
    - Background and foreground element animations
    - Mugen 1.1 32-bit source graphics, meaning no color loss
    - HD 1280x720
    - Matching lifebars with possible custom fightfx effects to match the style
    - 800+ character slot variant
    - Chiptune-like/synthesized music and UI sfx

    That's it for now, but I plan to keep this thread update. Let me know what you think. I really like the idea and hope to let this see the light of day.
  13. Upvote
    Алексей got a reaction from Hellzone in Pixel Fight   
    Hello everyone,
    I'd like to introduce to you all my idea for a screenpack. I got bored at work the other day and came up with this. Normally, I scrap ideas as soon as they come to fruition because they're just not good enough, but this one I really wanted to stick with after comping up a prototype in PS. Without further ado, I give you the workings of Pixel Fighter:

    This released now! Check out the release thread:


    These screens don't show everything as the background effects really can't be show here besides maybe a frame:




    Video Preview (Outdated):




    Features and plans:
    - Cycling background colors
    - New-age pixel style with modern color scheme
    - Animated transitions
    - Background and foreground element animations
    - Mugen 1.1 32-bit source graphics, meaning no color loss
    - HD 1280x720
    - Matching lifebars with possible custom fightfx effects to match the style
    - 800+ character slot variant
    - Chiptune-like/synthesized music and UI sfx

    That's it for now, but I plan to keep this thread update. Let me know what you think. I really like the idea and hope to let this see the light of day.
  14. Upvote
    Алексей got a reaction from gui0007 in Akame_Ga_Kill by AnToR_M updated (08/08/2015)   
    HEY!



  15. Upvote
    Алексей got a reaction from Galvatron in Akame_Ga_Kill by AnToR_M updated (08/08/2015)   
    HEY!



  16. Upvote
    Алексей got a reaction from Galvatron in Welcome to MFFA! Introduce yourself here!   
    Yep, definitely for most people. I read these to see who's joining us, but don't always respond. I think good 'ol Galvatron responds to every single one, lol.
  17. Upvote
    Алексей got a reaction from Krypto 'SAM' saiyaN in Red Ranger   
    [Preview]

     

    https://www.youtube.com/watch?v=d70fq_bwHLs
     
    [Download]
    http://mugencoder.com/authors/details/277
     
    [info]
    Hey Everyone,
     
    I'm happy to announce my latest release: Red Ranger. He's a small, aggressive, fighting machine and he's here for your mugen. Enjoy it while supplies last (for as long as my bandwidth holds up. :P)
     
    Changelog:




    Readme:



  18. Upvote
    Алексей got a reaction from Galvatron in Red Ranger   
    [Preview]

     

    https://www.youtube.com/watch?v=d70fq_bwHLs
     
    [Download]
    http://mugencoder.com/authors/details/277
     
    [info]
    Hey Everyone,
     
    I'm happy to announce my latest release: Red Ranger. He's a small, aggressive, fighting machine and he's here for your mugen. Enjoy it while supplies last (for as long as my bandwidth holds up. :P)
     
    Changelog:




    Readme:



  19. Upvote
    Алексей got a reaction from Kazagami in Red Ranger   
    [Preview]

     

    https://www.youtube.com/watch?v=d70fq_bwHLs
     
    [Download]
    http://mugencoder.com/authors/details/277
     
    [info]
    Hey Everyone,
     
    I'm happy to announce my latest release: Red Ranger. He's a small, aggressive, fighting machine and he's here for your mugen. Enjoy it while supplies last (for as long as my bandwidth holds up. :P)
     
    Changelog:




    Readme:



  20. Upvote
    Алексей got a reaction from Hellzone in Red Ranger   
    [Preview]

     

    https://www.youtube.com/watch?v=d70fq_bwHLs
     
    [Download]
    http://mugencoder.com/authors/details/277
     
    [info]
    Hey Everyone,
     
    I'm happy to announce my latest release: Red Ranger. He's a small, aggressive, fighting machine and he's here for your mugen. Enjoy it while supplies last (for as long as my bandwidth holds up. :P)
     
    Changelog:




    Readme:



  21. Upvote
    Алексей got a reaction from DarkWolf13 in Pokémon   
    You guys is nasty.
  22. Upvote
    Алексей got a reaction from A person in Self Reputation   
    Lol, me? I get paid to do this stuff at my job. Who's gonna fork it over? I'm not free. XD
  23. Upvote
    Алексей got a reaction from A person in Self Reputation   
    Lol, well it's not the most serious of offenses, but it certainly would affect one's own reputation in the longrun for sure.
  24. Upvote
    Алексей got a reaction from Agni Blackheart in Bowser: SNES Re-imagining   
    Nice playthrough. You know that video showed me something I guess I hadn't noticed. In the released version, Bowser doesn't have any invul frames after he's hit. That's so weird because he was supposed. Hell, in his update, he's going to have even more invul frames lol.
  25. Upvote
    Алексей got a reaction from Flowering Knight in Bowser: SNES Re-imagining   
    [Preview] Image:   Video: https://www.youtube.com/watch?v=4r4yzaJw4mU   [Download] http://mugencoder.com/authors/details/276   [info] Hey everyone,   After a few months of development, I bring you my latest work: Bowser re-imagined by Omega and sprited by Balthazar. This is a boss character that was designed to be tough. As he loses life, he attacks with more things, moves faster and even gains more defense on the second round. This was something that was a completely new experience for me as most of my characters are playable. Having that said, enjoy the fight!   [Readme]
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