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zangief

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Posts posted by zangief

  1. hi Ryon

    Sorry for delay , I read your tutorial and I made new codes for my character but I have same problem

    some moves cancel by another moves I don't know why that's happened

    and I see some characters when I search having Codes like this 

    Triggerall = AIlevel && numenemy

    triggerall = random < (1000 * (AIlevel ** 2 / 64.0))

    that's not found in your tutorial , and How I can make little combo code like

    LP , LK , HP , HK , Move , Super or hyper

  2. hi Guys 
    I tired for coding AI mugen
    I don't Understand Why my Char when start game befor computer say fight go fighting p2
    and I don't Understand why all moves cancel by another move
    I search for many character befor I code my char
    My char is very close coding like evil ken by Reu 1.0

    this is link for cmd code AI
    http://www.mediafire.com/view/i9h7bcf0xcqhlcj/00000.txt

    I very poor in mugen but I will try 
    and
    sorry for my english it's not good

  3. That's a really weird problem :(

     

    Anyway how about to delete volume scale (maybe that's the problem), Or you should show us a command you made in cmd file.

     

     

    no ... I remove volume scale this problem is not fixed

     

    this is using code in cmd file 

    ;---------------------------------------------------------------------------

    ; Low Multi kick

    [state -1, Low Multi kick]

    type = ChangeState

    value = 1000

    triggerall = command = "QCF_a"

    triggerall = statetype != A

    trigger1 = ctrl

  4. hi guys
    I put some codes in my char to make Certain something move
    sometimes this move closing mugen engine and sometimes not closed
    any why this is my code
     
    ;---------------------------------------------------------------------------
    ; Low Multi kick 
    [Statedef 1000]
    type    = S
    movetype= A
    physics = N
    juggle  = 9
    poweradd= 70
    ctrl = 0
    velset = 0,0
    anim = 1000
     
    [State 0, VelSet]
    type = VelSet
    trigger1 = animelem = 3
    x = 4
     
    [State 300, 1]
    type = HitDef
    trigger1 = animelem = 3
    trigger2 = animelem = 4
    trigger3 = animelem = 5
    trigger4 = animelem = 6
    trigger5 = animelem = 7
    trigger6 = animelem = 8
    attr = S, NA
    damage = 25
    animtype  = back
    hitflag = MAF
    guardflag = M
    pausetime = 8,8
    sparkno = S6025
    guard.sparkno = S6065
    sparkxy = -10,-150
    hitsound   = S6,2
    guardsound = S7,1
    ground.type = HIgh
    ground.slidetime = 12
    ground.hittime  = 17
    ground.velocity = -4
    air.velocity = -3,-4
    getpower = 80,80
    givepower = 20,20
     
    [State 0, PlaySnd]
    type = PlaySnd
    trigger1 = animelem = 3
    trigger2 = animelem = 5
    trigger3 = animelem = 7
    value = S1,0
    volumescale = 255
    channel = 1
     
    [State 0, PlaySnd]
    type = PlaySnd
    trigger1 = animelem = 3
    trigger2 = animelem = 5
    trigger3 = animelem = 7
    value = S6,12
    volumescale = 255
    channel = 2
     
    [State 0, VelSet]
    type = VelSet
    trigger1 = animelem = 8
    x = 0
     
    [State 210, 5]
    type = ChangeState
    trigger1 = AnimTime = 0
    value = 0
    ctrl = 1
    
     
    is there anyone know why that's happend
  5. Hi guys
     
    I want repete some state in my char when I want make my char some moves
    this is example for what I want
     
    ;---------------------------------------------------------------------------
    ; Taunt
    ; CNS difficulty: easy
    [Statedef 195]
    type = S
    ctrl = 0
    anim = 195
    velset = 0,0
    movetype = I
    physics = S
    sprpriority = 2
     
    [State 195, 2]
    type = ChangeState
    trigger1 = AnimTime = 0
    value = 196
    ctrl = 0
     
    ;---------------------------------------------------------------------------
    ; Taunt
    ; CNS difficulty: easy
    [Statedef 196]
    type = A
    ctrl = 0
    anim = 196
    velset = 0,-10
    movetype = I
    physics = N
    sprpriority = 2
     
    [State 0, VelAdd]
    type = VelAdd
    trigger1 = time>=0
    x = 0
    y = 1
     
    [State 0, ChangeState]
    type = ChangeState
    trigger1 =  Pos Y >= 0 && vel Y > 0 
    value = 195
    ctrl = 0
     
    [State 0, ChangeState]
    type = ChangeState
    triggerall = var(21) < 3
    trigger1 = time = 0
    value = 0
    ctrl = 1
    
     
    I want my char jump 3 times and changestate to 0 state but thats not happend
    anyway I waiting any respond
  6.  
    Hi guys
     
    Ok this seconed character relesead for mugen is Aisya Gleylancer it's short girl but she's very cute
    orginial game for Queen's Axe but this version it's not hentai too any why let's see whats new in this char
     
     
    Aisya.gif
     
    What's New?
     
    1- draw and Add mew sprites in this character ( run , stand HK , Courch LK , Courch HP , Dodge Back , Dizzy , tunt , and intro )
    2- it have 4 supers section one is low , section 2 is high , section 3 is Hyper
    3- many Cns fixed like old cattelya character to ignore infinty combo
    4- it's have short jump & Strikers
     
    please tell me about your feed back and tell me where is problem exactle in my char 
    enjoy & download
     
  7. The problem with the throws is because Cattleya's head.pos (-20, -360) and mid.pos (-20,-240) are twice as the intended value. Half these values.

     

    You probably used a character with localcoord 1280 as a basis. But Cattleya has 640. Most of her constant values have to be halved, then.

     

    are you sure this problem in this command

    I change value many time but nothing happend any thing

  8. Found this glitch with these three different characters.  2 different screen packs.  Its mostly with grab moves; special moves or regular throws.

     

    With Takuma doing his running knee smash special move, this happens.  Used 3 different Takumas, same result.:

    mugen000.png

     

    With Beavis's regular grab this happens.:

    mugen001.png

     

    With BB Hood's regular grab, this happens.:

    mugen002.png

     

    These didn't happen before update.

     

     

     

    I test my char for grab with another characters but not happend this problem

    can you upload one character In order to I see why that's happend problem in my char

  9. Not bad for a first char. However she has plenty of beginner mistakes:

     

    * Some of her chain combos don't make sense:

     

    Y can be canceled into B, which can be cancelled into Y again, creating some excessively damageful combos:

     

    Likewise she can cancel Crouching X into Crouching Y into Crouching X again, enabling 300 damage combos without using any special attack at all.

     

    Demo:

     

    http://www.mediafire.com/watch/3zt1cateha0ae2l/clip0047a.wmv

     


     

    * Watch this video as well. Notice that after performing a d, df, f + Y, the field "ADV. FRAME" of the opponent shows the value 8.

     

    It means that she recovers from her attack 8 frames faster than the opponent. 8 frames is enough to performing another attack that will connect in combo. Because of these 8 frames you can repeat something like [Crouching A > Crouching Y > qcf + Y] infinitely using the advantage provided by her d, df, f + Y

     

    Likewise, performing d, db, b + Y gives an even larger frame advantage - 13 frames.

     

    Demo of the infinite combos she's able to pull off:

     

    http://www.mediafire.com/watch/7aa3nfw89vwjwy4/clip0053.wmv

     


     

    * When she performs chain combos, sometimes she's able to cancel a basic into a special before the basic connects.

     

    See the clipboard in this video. More precisely, the line prevstateno = XXX at the bottom of the screen.

     

    It shows that she cancelled the state 410 (her Crouching HP) into the special move. The problem is that the attack didn't even hit the opponent to begin with.

     

    http://www.mediafire.com/watch/rc7449z3so2za5e/clip0054.wmv

     


     

    * Performing her dragon punch move is almost imnpossible because of the strict time required to it (only 12 frames). You should give around 16-17 frames of timing window for (f, d, df + attack)-like moves.

     

     

    Likewise, 50 frames of timing window for a super move is much more than necessary. 20-25 are enough.

     


     

     

    * Her alignment is poor. It looks like she's floating above the floor.

     

    mugen001_zpsjlsvoftz.png

     

    The correct alignment should be the one below. You should use her right foot (left for the viewer) as a reference to where align her feet to the floor, instead of the way you did.

     

    The ideal vertical alignment is when both feet touch their shadows (the stage I showed here doesn't have shadows, though).

     

    mugen002_zps3kr8hven.png

     


     

    * When giving hitboxes to her jumps you shouldn't extend them until they reach the character's feet. It makes much harder for him to jump over projectiles. This makes a big difference in a 2d environment. Don't do this:

     

    mugen003_zpsibrrocla.png

     

    mugen005_zpsdgrp2vm0.png

     

    Instead, extend her hitboxes until her knees. This is what you want to do:

     

    mugen004_zpsvbejsvfk.png

     


     

    That's it. I liked the char (Cattleya being hot as she is helps a lot), despite these big flaws. You show potential to make good creations in the future.

     

    special thank's for rimu to tell me what's exactly wrong in my char

     

    Cattelya is update now

     

    What's new and fixed

     

    1 - big portrait is fixed to size 280x240

    2 - all sprites alignment in 0 y 

    3 - Add new sprites & delete old sprites for ( close kick , stand high kick , run , charge, intro)

    4 - cattelya can't cancel Crouching high Kick & Crouching high punch without movehit

    5 - (D,DF,F+x or y ) & (D,DB,B + x or y) p2 can defence when finishing hitting by p1

    6 - high punch and high kick in any method can't be return in low kick or punch 

    7 - short jump is add by this char

     

    download now from http://wolrdsentertainment.orgfree.com/Mugen/Pages/Characters.html

  10. Aww nuts, I didn't know you would announce it here.

     

    Onto feedback:

    - No readme?

    - Nice job on editing the sprites.

    - Some of her sprites are missing in some of her gethit state anims.

    - Debug flood and illegal helper states.

    - Her basic attacks seriously need a cornerpush or a higher x vel for P2.  I can easily get up to 11 hits by simultaneously pressing x and y.

    - Why do her hyper moves take insane amount of damage? Especially her Level 1 and Level 2 moves.

    - Her normal throw could really use some work.

    - CLSNs are a mess and need to be reworked on.

     

     

    - When performing her qcb+x or y special, quickly pressing x after the move ends and performing her qcb+x move again causes an infinite.

    - Her qcf+x or y takes too long for it to finish. Is that hitbox really necessary to be there for so long? Also, that hitbox makes things unfair when the CLSN is way too far out of range.

     

     

     

    thank you anyway

    but where is missing sprite when my char gethit I tested many time but I don't show any problem

     

    if you see some wrong in my char you can edit that if you can and upload me again 

     

    i allready have another version of her, but this one looks cool too so downloading!

     

    thank's Juaniquillo

     

    A good job anyways, I think. I like. He said "I think this character not perfect coding because I newer for this", So well... I'm really surprised despite these minor errors. +1 ;)

     

    Downloading now! Cattleya is looking great! good luck on finishing her up Zangief!

    thanks guys

     

     

    You did a nice job, but you should use a bigger image for the big portrait (240x280 if I don't mistake).

     

    you'r right about that I fix that so soon

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