For future release I placed ''Hawkeye, Black Phanter and Iron Fist''^^(PM)^
Nice survey btw! :w00t:
We're getting a good buch of surveys back. One thing that stood out is in the priliminary is that the bosses were too easy.
1) Did you know that you can set the game on a harder difficulty level and it actually works this time. Thanks Elecbyte for making variable AI an option in Mugen 1.0.
2) Knowing what you know now in #1, do you still want a more difficult boss on the default difficulty level 4 setting? Because honestly, all I have to do is change 2 lines of code for each of them to bump them up a notch (or two).
I'm making a video explaining what I think should be needed & what I think would be good practice.Scratch this out. Due to too much interference & time constraint I decided to just leave it to the survey.
We're getting a good buch of surveys back. One thing that stood out is in the priliminary is that the bosses were too easy.
1) Did you know that you can set the game on a harder difficulty level and it actually works this time. Thanks Elecbyte for making variable AI an option in Mugen 1.0.
2) Knowing what you know now in #1, do you still want a more difficult boss on the default difficulty level 4 setting? Because honestly, all I have to do is change 2 lines of code for each of them to bump them up a notch (or two).
[State -1, AI Activation]
type = varset
triggerall = AILevel > 1
triggerall = (roundstate = 2) && (var(59) = 0)
trigger1 = Random <= (ifelse(AILevel =1,40,(AILevel-2)*100))
v = 59
value = 1
[State -1, AI Deactivation]
type = varset
triggerall = AIlevel < 8
triggerall = var(59) = 1
trigger1 = Random > ((AILevel-2)*100)
trigger2 = roundstate != 2
v = 59
value = 0
[State -1, AI Dampiner]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = Random > AILevel*100
triggerall = animtime = 0
triggerall = movetype != H
triggerall = ctrl
trigger1 = statetype = S && (stateno != [120,150]) && (stateno != 40)
trigger1 = stateno != [10,12]
value = 0
ctrl = 1
just for reference for everyone, the final question of the survey is not necessarily asking, "what characters should be added?"
great idea with the survey btw.
off topic: acey, how can i change the full screen and resolution of my 640x480 screenpack to what you did with AvX? normally i dont like full screen, but i like how you did it. but there is more to it than just clicking the full screen option (i know, i tried that)
Bit off topic: Wish Mugen 1.0 has Black bar cropping for full screen instead of stretching 4:3 across 16:9, unless it does that now and I don't know about it...
hey ace i don't know if you did or not but scar witch has only one win animation and share it with her taunt, did you convert those sprites i sent you?
so she doesn't have any for the game?
Step one, have a character who has a very difficult AI (realistic but difficult).
Step two, replace their AI activation code with this code:Code: [Select][State -1, AI Activation]
type = varset
triggerall = AILevel > 1
triggerall = (roundstate = 2) && (var(59) = 0)
trigger1 = Random <= (ifelse(AILevel =1,40,(AILevel-2)*100))
v = 59
value = 1
[State -1, AI Deactivation]
type = varset
triggerall = AIlevel < 8
triggerall = var(59) = 1
trigger1 = Random > ((AILevel-2)*100)
trigger2 = roundstate != 2
v = 59
value = 0
[State -1, AI Dampiner]
type = ChangeState
triggerall = (roundstate = 2) && (var(59) != 0)
triggerall = Random > AILevel*100
triggerall = animtime = 0
triggerall = movetype != H
triggerall = ctrl
trigger1 = statetype = S && (stateno != [120,150]) && (stateno != 40)
trigger1 = stateno != [10,12]
value = 0
ctrl = 1
If you do that then the character will have a proper variable AI.
Or you could leard to play against AI that uses AI cheat since that's how they're programmed to do.
AIs also have it on official games as well.
you can program anything anyway you want you can give the goombas in supermario brothers 25 hit points and clutter the screen with them. doesn't make it fun or mean you lack skill...it's broken and I move on.What a silly comparison.
it's all a part of the play spamming is spamming...and you should know everybody doesn't code or implement ai the same for there chars...I play just fine.
well here is another silly comparison. I see you're getting errors for scarlet witch, my version of scarlet witch works just fine...if you get another error learn how to code.
Though, if you're telling me to learn to code, you clearly don't know who I am.
I know a few coding tricks, but my skill in it is pretty basic at most.
Generally, I prefer to give my feedback based on the perspective of a fighting game player than a Mugen coder.
It's just a shame that there are very few that go into detail in their feedback. Too many people are fine with "Oh, this char is great!" or "This char is terrible" without explaining why. That doesn't really help anyone in the long-run.