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00EccoTenshi

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  1. Upvote
    00EccoTenshi reacted to Bardockû in Bardock   
    Yo! I'm here to show you guys my first character, Bardock. (Thanks to the great Ryon for helping me a lot.)
    Since it's my first time there's few things that I don't understnd, and some yes. But that's beside the point! I was actually trying to find an idea for my Bardock's style.
    He'll be a 6 buttons character, and his style will be SvK's one. (Like Infinite) but I don't really know how to code it this way, is there anyone who can help me for that? 
     
    But for now, let me show you some pics!
     

     

     
  2. Upvote
    00EccoTenshi reacted to storm0062 in Skullgirl's Valentine   
    Hi all, 
    Just to see you some pics of one of my work!
    She Have:
    ** All basic moves:
    - Walk F & B
    -Crouch & jump (N, F & B)
    -Run &Hopback
    -Intro
    -Lose & Win pose 
    -Guard (stand, crouch, air)
    ** 6 Buttons:
    and all basic movements in stand, crouch & jump (lk, mk, hk, lp, mp, hp)
    For the moment one only special move (not in the pics)
     
    She don't have (for the moment):
    -Take hit movements (she stay neutral when she get hurt)
    -Taunt
    -Sound!!!! <<<< I ASK YOU IN REQUEST :)
    -portrait
    -More Specials (movements in coding)
    -Hypers
    -Accurate system 
    -------------------------------------------------------------------------------------------------------
    I work on it when I have time.... 
    Bye!
  3. Upvote
    00EccoTenshi reacted to ろくお 石田 (旗 の 心) in Satan Portal   
    Preview:

     


  4. Upvote
    00EccoTenshi reacted to Ryon in Super Saiyan God Super Saiyan Goku   
    Super Saiyan God Super Saiyan Goku.
    Probably one of the longest ridiculous' prefix's ever to be offical.
    With the release of Dragon Ball Z Extreme Butoden for the 3DS, and the ripped sprites.
    I took it upon myself to be the first to work on SSGSS Goku. at least a good offical one.
    So far i've made....
    Young Goku SB1 Goku SSJ Goku I skipped the SSJGod but its ok.

    So gameplay! whats it gonna be like? From looking at the sprites and several videos, Im speculating its a 3 button gameplay and a 4th button for a striker.
    X - Punch Combos
    Y - Kick Combos
    Z - Ki Blasts
    X+Y - Power Up
    X and Y combos are interchangeable, Infact you can only do some moves by mixing and matching the buttons.
    Here is a small progress report on his status.
    And as of recent this is the latest GIF.
    http://mugenfreeforall.com/uploads/monthly_2015_07/GoukiKameSuper.thumb.gif.709932cd0941534cb2573bf837a10f72.gif
  5. Upvote
    00EccoTenshi reacted to PlasmoidThunder in Pokémon   
    [ Characters ]
    Word of warning, the majority of these are terrible and not worth a spot in your roster. Then again, perhaps you want a roster full of Pokémon, no matter how awful :U
     
    Please be aware that NSFW (not safe for work) content exists within this collection, even if I don't actively go looking for them. For those who wish to avoid them, I've added a small icon to the download box of each one:
     
     - The content is NSFW because of sprites contained within the sprite file, though these sprites don't show up in normal gameplay, or in the case of characters, only show up as compatibility sprites against NSFW characters.
     - The content is completely NSFW, or whatever makes them NSFW shows up in normal gameplay.
     
    In addition, some content has extremely flashy strobe effects that may cause seizures; such content has been marked with a .
     
    This collection is also missing characters that I have been unable to retrieve due to dead links and the like. I'd be most grateful if you helped me find them!
    Missing characters:
    HCL's Jigglypuff Lance.9's Mewtwo InvincibleMugenGuy2013's Snivy  
     - No known M.U.G.E.N version specifications.
     - DOS M.U.G.E.N only.
     - WinMUGEN only.
     - M.U.G.E.N 1.0 only (likely still works in 1.1).
     - M.U.G.E.N 1.1 only.
     - I.K.E.M.E.N only.
     - Download is unavailable/broken.
     
     

     




































     
     

     















     
     

     
















     
     

     











     
     

     










     
     

     




     
     

     


     
     

     

     
     

     

     
     

     







     
     
    [ Stages ]
     
     

     



     
     

     



     
     

     


     
     

     

     
     

     

     
     

     

     
     

     


     
     

     

     
     

     




     
     

     




     
     

     







     
     

     





     
     

     





     
     
    [ Misc. ]
    Screenpacks, lifebars, patches... You want it? It's yours my friend, as long as you have enough bandwidth.
     
    Pokemon: MUGEN Edition screenpack by LunarDash
    Pokemon Type Wild screenpack by Seth Lee
    Pokémon Type:Wild Beta 5.3 Arrange screenpack by PeeJay Bonobo
    Pokèmon MUGEN screenpack by mugenshock
    Pokemon vs Digimon screenpack by Dhegul488
    Pokemon Puzzle Challenge lifebars by Ky/Squirtle
    Pokemon X & Y lifebars by S38074
    Marvel vs. Capcom gameplay patch for Kater15's Gardevoir by Nodog
    A.I. patch for Gladiacloud & Dylanius9000's Charizard by AnotherOrochi
    A.I. patch for Shadowtak's Pikachu by Goemon
    A.I. patch for Gladiacloud & Dylanius9000's Pikachu by Galeo
    A.I. patch for Minoo's Nidoran by IX
    A.I. patch for Willoughby Jackson's Jigglypuff by Goemon
    A.I. patch for Terui's Weezing by Hyde233
    A.I. patch for Claymizer's Chansey by Mayyyro
    A.I. patch for Minoo's Gyaradosu (Gyarados) by Guy Kazama
    A.I. patch for Minoo's Putera (Aerodactyl) by IX
    A.I. patch for Ðshiznetz's Snorlax by Goemon
    A.I. patch for The 100 Mega Shock!'s Mewtwo by AnotherOrochi
    A.I. patch for Gladiacloud & Solarflared's Mewtwo-Y by AnotherOrochi
    A.I. patch for Gladiacloud & Dylanius9000's Heracross by Galeo
    A.I. patch for Minoo's Bangirasu (Tyranitar) by Bakisimu
    A.I. patch for Ðshiznetz's Gardevoir by Tudura
    A.I. patch for nadagetsu's Lunatone by Guy Kazama
    A.I. patch for Claymizer's Registeel by Poyochan
    A.I. patch for Minoo's Ramparudo (Rampardos) by Goemon
    A.I. patch for Minoo's Ramparudo (Rampardos) by Dusk
    A.I. patch for Moku's Lucario by Goemon
    A.I. patch for Claymizer's Gallade by Dark Chaos
    A.I. patch for Z.A.I.'s Shandera (Chandelure) by Kuron
    A.I. patch for Kozeni's Maggyo (Stunfisk) by IX
    A.I. patch for Megane-111's Mienshao by Aetonal
    A.I. patch for Z.A.I.'s Aiant (Durant) by Laharl
    A.I. patch for Minoo's Gatigorasu (Tyrantrum) by Bakisimu
    A.I. patch for akiyu's Ghetsis Head
    A.I. patch for googoo64's Monster Ball by Goemon
    A.I. patch for Ria Corst's Pikaman by IX
    A.I. patch for ryun's Pikaman by Poyochan
    Additional palettes for various Pokémon by Oliver As Latias
    Shiny palettes for various Pokémon by TheShadowJester
    Game Boy palette for Gladiacloud & Dylanius9000's Charizard by TOMMY Attacks!
    Additional palettes for Gladiacloud & Solarflared's Pikachu by StrikeFreedomGirl555
    Additional palettes for Dylanius9000's Jigglypuff by Kater15
    Additional palettes for Nyancha's Mewtwo by SpazMaster
    Additional palettes for Nyancha's Mewtwo by Kater15
    Shadow Mewtwo palette for Nyancha's Mewtwo by Oddworld-2001
    Additional palettes for Gladiacloud & Solarflared's Mewtwo-Y by Kater15
    Additional palettes for The_None's MissingNo. by Kater15
    Additional palettes for Hestrir's Umbreon by Kater15
    Additional palettes for Gladiacloud & Dylanius9000's Heracross by Kater15
    Additional palettes for Some Guy's Smeargle by Endercreeper
    Additional palettes for Ðshiznetz's Gardevoir by Kater15
    Additional palettes for Minoo's Ramparudo (Rampardos) by PlasmoidThunder
    Additional palettes for TOKATHIKI's Haruka (May) by Jamesx15
    Additional palettes for ryun's Pikaman by PlasmoidThunder
    Shiny palette for vo-jk's Pachirisu by YochiThMaster333
    Pokémon X & Y cries for DJ HANNIBALROYCE's Ditto by Oliver As Latias
    PokeAwesome voice for Xedarts' Pikachu by Urrnge
    Male voice for Yogoreneko's Flareon
    Female voice for Yogoreneko's Jolteon
    Super Smash Bros. Ultimate voice for PichuMario 650's second Pichu
    Silly voice for YochiThMaster333's second Marill by JoeyTheMarillFan
    Silly soundpack for The_None's MissingNo. by Oliver As Latias
    English voice for YAMAKICHI's Achamo (Torchic) by YochiThMaster333
    English voice for vo-jk's Pachirisu by YochiThMaster333
    Super Smash Bros. 4 voice for Ðshiznetz's Lucario by Fist Dracon
    Male voice for Yogoreneko's Glaceon
    PokéPark/anime voice for YochiThMaster333's first Emolga by gabe2006
    Super Smash Bros. 4 voice for Dylanius9000's Chespin by YochiThMaster333
    Palette patch for Ðshiznetz's Gardevoir by GarchompMatt
    'Weak Patch' for Joey Faust's Wigglytuff by YochiThMaster333
     
     
    [ Full Games ]
    Gotta play 'em all!
     
    Pokemon Mugen Edition by Bruno_SS
    Project Catch 'Em All by Ryon, Alexei & Txpot (update patch)
    Pokemon by AxKing
    Pokemon by AxKing (M.U.G.E.N 1.1)
    The Best MUGEN 1.1 (PKM Version) by evil_dark_lxs
    Sonic vs Pokemon by YochiThMaster333
    Pokemon II by AxKing
    MugenMon by LucarioGamer2006
    Pokemon Stadium Mugen by chuchoryu
    Pokémon Type Wild EX by snowy997
     
    You know the drill: you find something not in this collection, you post it up. If any of the links aren't working, let me know.
  6. Upvote
    00EccoTenshi reacted to Kazagami in [Big Bang Beats Edit] Yuzuki Sachi   
    Sachi.Y.rar
     

    An edit of Kyuudou Nakanishi, quite unusual one. Auto AI has been taken off.
  7. Upvote
    00EccoTenshi reacted to OskeinO in Hallow WEEEED! xD   
    [Preview]

     
    See it in Action: https://youtu.be/c8sg9KxEEik?t=46s
     
     
     
    [Download]
    http://www.mediafire.com/download/2jtubzttyzn/Halloweed.rar
     
     
    [Comment]
    another somewhat private stage that was given to me years back from a friend that was on Phantom G's server. Back then this was a stage people wanted like crazy back in 2003 lol anyway people enjoy.   also let me know if the link is given ya any trouble.
     
    Works On: Winmugen Plus and Hires Mugen [ Would love to see this converted to HD mugen 1.0/1.1 >v> ]
  8. Upvote
    00EccoTenshi reacted to Zuuboi in ~New Trunks (DBZ) JUS mugen Release~   
    Hello,This is a Trunks i'ev been working on its based around the same play style as Goku JUS and Vegeta JUS by Human. As you can see ,he uses the voice clips from the Tenkaichi series I hope you like what you see so far. He's available for download now and don't be afraid to leave a comment :) your comments mean alot. Just click on the link in the description the move list is in the read me file   WARNING : The shining sword attack looks weird of a couple chars.        DOWNLOAD:  ~Credits~  HUGE thx to these ppl for the awsome sprite sheet Minorou-kun balthazar Akira Toriyama Minorou-kun  Spritesliker007  el-loco-jr  Toranks  Human ReySpriter/ReyMugen
  9. Upvote
    00EccoTenshi reacted to Celest in ~New Trunks (DBZ) JUS mugen Release~   
    We need more Trunks' for MUGEN anyway 
  10. Upvote
    00EccoTenshi reacted to DuckAzz in [18+][NSFW] AV Pretty Girl Show (Bootleg nes stage)   
    Well I found out that hummer team (Bootleg company) had some explicit stuff in their NES bootleg game 'AV Pretty Girl Fighting' and I decided to make a stage with that elements.
    And here's the short video:
     
    The download link is in video's description.
    Enjoy!
  11. Upvote
    00EccoTenshi reacted to Artoria Alter in Dark Souls Lifebar (720p)   
    Here it is, includes a bunch of basic stuff, along with a common snd

    http://www.mediafire.com/download/e050gg867awgix5/DSBars.rar
    EDIT: Updated link, changed how the combo counter appears so it's less awkward (hopefully anyway)
  12. Upvote
    00EccoTenshi reacted to OskeinO in Galaxy   
    [Preview]










    [Download]
    http://www.mediafire.com/?kdxmttjwcoq


    [Comment]

    One of my favorite levels of all time
  13. Upvote
    00EccoTenshi reacted to Remzy in "Galaxy" Stage   
  14. Upvote
    00EccoTenshi reacted to gui0007 in Mortal Kombat X Screenpack by Black Shadow, Edited and Updated by me   
    DEMO VIDEO
    https://www.youtube.com/watch?v=3VXzGxHbahY

    Here is the last update of the MKX Screenpack. :)
    More details of this new update, check the video description.
     
    And here is a resume of the old update changes.
    - Added more chars (have few bugs, and NO BLOOD. :P But i'll fix that in the next update)
    - Added more stages (credits to the authors)
    - New Sounds (credits to the authors)
    - Fix the main menu fonts and change the names of the modes
    - Fix the lifebar, made by HLoader

    MUGEN Version: 1.0 (New Version) / 1.1 (Old Version)
    Resolution: 850x480 / 1280x720

    Download (New Version)
    Download (Old Version)

    Enjoy!
  15. Upvote
    00EccoTenshi reacted to DartzPie in Blazblue   
    Now.
    Click on author name to proceed download page:
    to specific gamestyle ["]
    *Custom
    **Collection Purpose
    Offline

    CHARACTERS

    Ragna: by Devilpp [BBCS / Outdated] = Updated ; by Jeff Locos ; by Daimonmau* ; by KaL[ MVC]** ; by Speedy** ; by OHMSBY [BBCTAG* = Mushypepito1233's edit *; by Mr. Giang*
    Jin: by DaNaru250 [KOF]* ; by KaL [MVC]** ; by Speedy** ; by OHMSBY [BBCTAG*
    Noel: by Devilpp [BBCS / Outdated] = Updated = Josebg's edit ; by Ron_Ti_Chu [BBCT?] ; by KaL [MVC]** ; by Speedy** ; by ILoveMyself [ BBCTAG / Beta]*
    Rachel: by KaL [MVC]** ; by Speedy**
     

    Hakumen: by Jeff Locos ; by Daimonmau* ; by KaL [MVC]** ; by Speedy**; by Ishida [BBCTAG]*
    Nu 13: by Neat Unsou [BBCT] +.sff ; KaL [MVC]**
    Tager: by Speedy**; by OHMSBY [BBCTAG]*
    Bang: by KaL [MVC]** ; by Speedy**
     

    Litchi: by QYChina* ; by KaL [MVC]**
    Arakune: by muteki,jose bg [GG]**
    Taokaka: by SxVector [BBCSE]
    Carl: by KaL [MVC]**
     

    Tsubaki: by KaL [MVC]** ; by Speedy**
    Hazama: by Devilpp [BBCS / Outdated] = Updated ; by KaL [MVC]** ; by Ichida [BBCTAG]*
    Mu 12: by KaL [MVC]**
    Platinum: by Websta 1.1[BBCS] ; by KaL [MVC]** ; **
     

    Valkenhymn: by KaL [MVC]**
    Lambda 11: by KaL [MVC]** ; OHMSBY [BBCTAG]*
    Relius: by DaNaru250 [KOF]* ; by KaL [MVC]**
    Makoto: by Devilpp [BBCS]** ; by KaL [MVC]**
     

    Amane: by Muteki?? [GG]**
    Azreal: by Deoxgigas 1.1 [BBCP] = 1.0 ; by OHMSBY [BBCTAG]*
    Kagura: by Deoxgigas 1.1 [BBCP] = 1.0
    Mai: by Kouya*, by OHMSBY [BBCTAG]*
     
     
    Terumi: by Takehaya Susano [MBAC]*; by OHMSBY [BBCTAG]*
    Susano'O: by Takehaya Susano [MB]* / by OHMSBY [BBCTAG]*
    Nine: by Kouya*
    Izanami: by Takehaya Susanoo [MB]*
     

    Izayoi: by Deoxgigas 1.1 [BBCP] = 1.0
    Es: by OHMSBY [BBCTAG]*
    Hibiki Kohaku: by Hexioum 1.1 [BBCF]
    Bullet: by Seraph Ares [BBCP]
     

    Kokonoe: by OHMSBY [BBCTAG]*
    Jubei Mitsuyoshi: by Son of Aura [BBCF]
    Naoto Kurogane: MaTrIx [Alpha / BBCF] = Gamerstrike1's edit
     
     
    Edits

    Ares: by Seraph Ares Part 1 Part 2 [BBCT]
    Es Alter: by Takehaya Susanoo [MBAC]*
    Ceridwen: by Rebi24 [??]*
    Es (Paladin_132): Mushypepito123
     

    Lightborn Azrael (Paladin C-1954) : Mushypepito123
    Lightborn Mai (Huntress-32A5): Mushypepito123
    CODENAME: HADES: Mushypepito123

    Originals

    Miyakaka: by Kettosee
    Miyukaka: by Kettosee
     
    -Add-ons- 
    Blazblue Continuum Shift Arcade Opening by dncelestinx96
    *640x480
    Blazblue Continuum Shift II opening by Dan mt.

    Ragnamau Balance Patch by the coolest barf
    *Copy and paste the files into ragnamau folder
     
    Shao's AI patches for
    * Susano'o by Takehaya Susanoo
    * Yuuki Terumi by Takehaya Susanoo
    * Es Alter by Takehaya Susanoo
     
    Holn's AI patches for
    * Es Alter by Takehaya Susanoo
    * Susanoo by Takehaya Susanoo
    * Nine by Kouya
    * Bullet by Seraph Ares
    * Ragna by OHMSBY
    * Kokonoe by OHMSBY
    * Tager by OHMSBY
    * Jin by DaNaru250
    * Relius by DaNaru250
    -Lifebars-
    Blazblue Continuum Shift by H-Loader  for 1.0
    *640x480
     
    Blazblue Cross Tag Battle by Rayzo for 1.1
    *1280x720
     
    Blazblue Central Fiction by Gazira for 1.1
    *1280x720 -port template
     
    Blazbue Chrono Phantasma Extend by Gazira for 1.1
    *1280x720
     
    Blazblue Chrono Phantama V.2 by Gazira for 1.1
    *1280x720
     
    Blazblue Chrono Phantasma by Gazira for 1.1
    *1280x720
     
    Blazblue Continuum Shift V.2 by Gazira for 1.1
    *1280x720
     
    Blazblue Calamity Trigger V.2 by Gazira for 1.1
    *1280x720 
     
    Blazblue Continuum Shift by Nameless353 and sal-azul for 1.0
    *1280x720 
     
    Blazblue Chrono Phantasma By DartzPie  for 1.0 version,  1.1 Version
    *1280x720
     
    Blazblue Continuum Shift Extend by Dartzpie for 1.1
    *1280x720
     
    Blazblue Calamity Trigger By DartzPie  for 1.0 version, 1.1 Version
    *1280x720
     
    -SCREENPACK-
    Blazblue Mod Edition by H-Loader
    *640x480 * Not the original file
     
    Blazblue Battle Colisseum Extended by Gazira for 1.1
    *1280x720
     
    Blazblue Battle Colisseum by Gazira for 1.1
    *1280x720
     
    Blazblue Calamity Trigger by Gazira for 1.1
    *1280x720

    -STAGES-
    Blazblue Stage Pack
    Blazblue Chrono Phantasma Platform by Ouichi
    Blazblue Sheol Gate by Exshadow
    Stages by Necro_rk
    Blazblue Chrono Phantasma all BG stages by Gaziragain  For 1.1 only
    Blazblue Chrono Phantasma & Central Fiction Stages by Kamui_Kanjai
  16. Upvote
    00EccoTenshi reacted to Prodigal Trailblazer in What is "Justice"?   
    Justice is a major character in the Guilty Gear series, and is one of its main antagonists. Justice is a female Gear, the first "complete" Gear that was created by That Man. She was the instigator of the Crusades, a hundred year war against humans and Gears that is the foundation for the majority of the Guilty Gear storyline. Justice was eventually defeated and destroyed by Sol Badguy.
     
    Justice is the main antagonist of Afro Samurai. He was the holder of the Number One Headband for most of Season 1. He dresses in traditional cowboy garb and wields two long-barreled revolvers. Like many other characters in the series, Justice is a smoker. His skin appears to be disease-ridden with various blotches around his body (his bio on the Afro Samurai website states that this was the result of a past accident; he was presumably submerged with toxic waste, as this would explain his bizarre traits, i.e., his diseased skin and his third arm.

    but to answer your question seriously.
    "just behavior or treatment."
    having morals, and treating all peoples equally.
    and no it is not.
    innocent people spend long times in prison for crimes they did not commit, and others are executed for crimes they did not commit.
    people are persecuted for their skin color, ethnicity, or religion.
    As it stands our world is not Just.
  17. Upvote
    00EccoTenshi reacted to Zemilia in What is "Justice"?   
    Due to the recent riot in Baltimore (and in thought, other previous riots), and the causes, I thought it's best to ask this question.
     
    Just answer to me: What is Justice exactly? And if it really exist, is it practiced well enough?
  18. Upvote
    00EccoTenshi reacted to Ryon in Seravy's A.I. Guide   
    Seravy's A.I. guide from the Mugen Wiki

    Contents

    1 General Information 2 AI activation 2.1 AI activation for winmugen/beta mugen 2.2 AI activation for mugen 1.0 3 Coding AI moves 4 Common/System behavior 4.1 Guarding 4.2 Jumping 4.3 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 commands Helper method XOR method Ishometeam 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 attack 900 - 0.11 tick 800 - 0.25 tick 700 - 0.42 tick 600 - 0.66 tick 500 - 1 tick 400 - 1.5 ticks 300 - 2.33 ticks 200 - 4 ticks 100 - 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 ticks 80 - 11.5 ticks 70 - 13.2 ticks 60 - 15.6 ticks 50 - 19 ticks 40 - 24 ticks 30 - 32 ticks 20 - 49 ticks 15 - 65 ticks 10 - 99 ticks 9 - 110 ticks 8 - 124 ticks 7 - 141 ticks 6 - 166 ticks 5 - 199 ticks 4 - 249 ticks 3 - 332 ticks 2 - 499 ticks 1 - 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.
  19. Upvote
    00EccoTenshi reacted to Super Nicholas in Characters with no good versions   
    List characters that have no good versions made of them for MUGEN.
    Characters that count as not good are crappy characters and cheap characters.
    Only list characters that have been made for MUGEN. Don't list any that haven't been made.
     
    My List:
     
    Samus (Metroid)
    Pretty much all versions of Samus are cheap. There is a Zero Suit Samus for MUGEN. There aren't any good or not cheap versions of Samus in the Varia Suit.
     
    Olimar (Pikmin)
    There are 3 versions. All of them are bad. One is a spriteswap of Waddle Dee. Why can't someone make a good Olimar for MUGEN!?
     
    Pit (Kid Icarus)
    Seriously? No good versions of Pit?
     
    Sephiroth (Final Fantasy)
    But probably not for long, as I heard dagar is making him.
     
    Donkey Kong (Donkey Kong)
    Again, really? No good Donkey Kong?
     
    Jigglypuff (Pokemon)
    It's hard to believe that there isn't a good Jigglypuff out there, even with her being in all of the Super Smash Bros. games.
     
    Chuck Norris (The Internet)
    One's a Joseph Joestar edit and all the others are extremely cheap.
     
    King Dedede (Kirby's Dream Land)
    There only seem to be 2 versions of him. One not very good regular King Dedede and Masked Dedede. There isn't a good regular King Dedede out there...
     
    Morshu (YouTube Poop)
    Only one version and it isn't good.
     
    R.O.B. (Gyromite/Stack-Up)
    Not even a good R.O.B. out there, either...
     
    Marth (Fire Emblem)
    Can't find a good Marth, either...
     
    Ganondorf (The Legend of Zelda)
    The only version I've found is really bad and has a glitchy attack.
     
    Tingle (The Legend of Zelda)
    No good versions of Tingle, either...
  20. Upvote
    00EccoTenshi reacted to DuckAzz in Screenshots Mffa Style   
  21. Upvote
    00EccoTenshi reacted to Ex✭Cᴀʜᴍ in SVC - Guardian Dogs Temple "R" by Genesis & Excahm   
    [PREVIEW]

     
    Video:

     
    [LINK]
    http://excahm.tier-1.us/

    [iNFO]
    -Mugen 1.0 or Higher only.
    -Secondary DEF file for mugen 1.0 widescreen.
    -Superjump = Yes.

    [THANKS]
    To Genesis for doing all the coloring and other graphics stuff.
    To Shammahomega1 for the Original sprites.
    To Chrono Strife fro the Smoke animation.
    To GLB for the Clouds.
  22. Upvote
    00EccoTenshi reacted to Shinzaki in [Winmugen/1.0] Golden Manor (with Ryoucchi and Excahm) (Updated!)   
    [Preview]

     
    [info]
    Just posting what we have so far. Expect an update soon.
    Comes with 640x480, 1280x720 and 850x480 versions.
     
    [Download]
    http://www.mediafire.com/download/gl5z8ga816g3i7x/Mansion.zip
     
    640x480 and 1280x720 Update: http://www.mediafire.com/download/4ujr60p3109eyb4/Golden+Manor+640x480+and+1280x720+Update.zip
     
    Updates:
    Maids, resized background thanks to Dissidia/Dizzy
  23. Upvote
    00EccoTenshi reacted to Gladiacloud in Keel released by Gladiacloud   
    Gladiacloud here.

    I did not think in any way that my Charizard was so wanted XD

    Changing the subject, my new wip is still under spriting, so I expect that it will not be finished before this summer.

    During spriting, however, I decided to create characters at random with sprites and sounds already ripped or rippable, so that I can study well the coding and
    avoid so that my next characters are full of bugs like Charizard.

    This month, for a start, I release the first of these characters:

    KEEL (from Golden Axe the Duel):

    SCREENSHOTS:








    DOWNLOAD LINK:
    https://www.sendspace.com/file/asumvh

    How much time has passed since the last GATD character released? If I remember correctly, the last was Zoma, released by Skiff in January of 2012 (3 years ago, so).

    I hope you like it, although I do not think that it is a character much awaited.

    Thanks due to Borewood, who helped me with his supermove.

    Enjoy!
  24. Upvote
  25. Upvote
    00EccoTenshi got a reaction from A person in Self Reputation   
    I admit that I upped myself once before, but that's taken care of now.
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