Infinity MUGEN Team
IMT Discussions => M.U.G.E.N Show & Tell => Topic started by: ClubSyN-X-TReME on October 19, 2010, 12:31:54 PM
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http://www.youtube.com/watch?v=10p7yYIe_BI# (http://www.youtube.com/watch?v=10p7yYIe_BI#)
Near complete, when the time is right, I will make a guide.
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The counter looks flawless, Syn! It would go really nice with a awesome SP as well. Like that Strider as well. Who made him?
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he is mines, A nearly Finished WIP
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Damn this Strider is looking just awesome. This finally seems like the Strider I've been waiting forever for. Good luck finishing him up. You never cease to amaze me with the things you come up with. I don't know how you do it, but just keep doing it...forever. :thumbsup:
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http://www.youtube.com/watch?v=10p7yYIe_BI# (http://www.youtube.com/watch?v=10p7yYIe_BI#)
Near complete, when the time is right, I will make a guide.
ohhh this is lookin funky! :O*D yeh man not gonna front syn laced this strider. Nice hyper effects..
hmm gotta absorb this one in my line... ^^(PM)^
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Thanks. I just wanted to add my own touches to mugen in My own style.
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Thanks. I just wanted to add my own touches to mugen in My own style.
^^(PM)^
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Pretty cool Strider. I love the effects and such.
And the sparks are very cool!
About the counter, is very nice, for sure. Althought its not a limitation, its easy to remove it.
For exemple, we have a char on PDC that change the display name while on a fight (its a 2-in-1 char)
*I'm not, like I heard other day, pissing on your crops or making your work less important.
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Pretty cool Strider. I love the effects and such.
And the sparks are very cool!
About the counter, is very nice, for sure. Althought its not a limitation, its easy to remove it.
For exemple, we have a char on PDC that change the display name while on a fight (its a 2-in-1 char)
*I'm not, like I heard other day, pissing on your crops or making your work less important.
Thanks and I understand your comment.
I just added some style to my combo counter such as the numbers fading in and out, the second digit scales and dashes away and fade out along the the combo hit text. Default mugen limits you from doing anything like that which is why I said breaking mugens limitations meaning I went beyond the average version of a combo counter.
btw all of the counters effects are done with mugen coding alone.
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I just added some style to my combo counter such as the numbers fading in and out, the second digit scales and dashes away and fade out along the the combo hit text.
Yeah, I saw it on the video, its pretty cool.
Default mugen limits you from doing anything like that which is why I said breaking mugens limitations meaning I went beyond the average version of a combo counter.
yeah I know. You love to push mugen to its limitations :)
I will wait to see if the code is made the way I think it is.
Btw, those sparks...are exclusive to your Strider or can I request it to use on a char or mine too?
btw2, I need to see if my account on your forum is still alive :)
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anything I make is open to the public.
As far as the counter, I just added a hit add sctrl with a value of -999 in the negative states to keep the default one from showing, then i coded my own.
There is a catch though, any sctrls using a "hitcount" trigger will not work so you have to take alternate measures.
I made a var that keeps up with the amount of hits you gain during a combo so I can use it with my custom counter.
-edit-
Current coding below. (warning if you are a novice or don't know coding, don't get mad at me when your brain explodes lol)
;==============================================
;Custom Hit Counter (f**k the Default one!)
;==============================================
[State -2, Disables Default Hit counter]
type = HitAdd
trigger1 = 1
value = -999
ignorehitpause = 1
[State -2, Combo Hits Counter]
type = VarSet
trigger1 = numenemy = 1
var(57) = ifelse(moveguarded, 0, enemy,gethitvar(hitcount))
ignorehitpause = 1
[State -2, Maximum Combo Hits Tracker]
type = VarSet
trigger1 = numenemy = 1
trigger1 = var(57) > var(58)
var(58) = var(57)
ignorehitpause = 1
[State -2, -SyN's-Custom Combo Counter]
type = Helper
triggerall = roundstate = 2
triggerall = enemynear,movetype = H
trigger1 = var(57) > 1 && !numhelper(9900)
helpertype = normal ;player
name = "-SyN's-Custom Combo Counter"
ID = 9900
stateno = 9900
pos = 0,-90
postype = left ;p2,front,back,left,right
facing = 1
ownpal = 1
pausemovetime = 999999999999
supermovetime = 999999999999
size.xscale = .5
size.yscale = .5
ignorehitpause = 1
;--------------------------------------
;Custom Combo Counter
;--------------------------------------
[Statedef 9900]
type = a
anim = 6666
sprpriority = 5
ignorehitpause = 1
;------------------------------
;First Digit
;------------------------------
[State 0, VarSet]
type = VarSet
trigger1 = root,var(57) > 1
var(1) = ifelse((enemynear,gethitvar(hitcount)%10)=0,var(1)= -10,(enemynear,gethitvar(hitcount)% -10))
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 = 1
v = 2
value = ifelse(enemynear,movetype != H, 1, 0)
ignorehitpause = 1
[State 0, VarAdd]
type = VarAdd
trigger1 = roundstate != 4 && var(2) >= 30
trigger2 = roundstate = 4
v = 3
value = 1
ignorehitpause = 1
[State 0, VarSet]
type = null;VarSet
trigger1 = roundstate = [2,3]
var(4) = ifelse((root,moveguarded && enemynear,movetype = H), 1, (ifelse(roundstate = 4,0,(!root,moveguarded && enemynear,movetype = H))))
ignorehitpause = 1
[State 0, Stylish #2]
type = Explod
trigger1 = root,var(57) = 2 && !numexplod(9912)
anim = 9912
ID = 9912
pos = ifelse(teamside = 1,28,238),80
postype = left ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
persistent = 0
[State 0, Stylish #2 Scale in]
type = ModifyExplod
trigger1 = time < 7
scale = 7.6-time/.845,7.6-time/.845
ID = 9912
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,var(57) < 2 || var(2) > 30 || root,var(57) > 2 || roundstate = 4
id = 9912
ignorehitpause = 1
[State 0, Combo Counter First Digit]
type = Explod
trigger1 = root,var(57) > 2
trigger1 = var(1) >= 0
anim = ifelse((root,var(57) = 2), 9913,(9900)+ var(1))
ID = 9900
pos = ifelse(teamside = 1,28,238),80
postype = left ;p2,front,back,left,right
bindtime = -1
removetime = (root,var(57) < root,var(57)+1)
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(2) > 30 || roundstate = 4
id = 9900
ignorehitpause = 1
[State 0, Combo Counter First Digit Fade out]
type = Explod
;triggerall = var(4) != 1
trigger1 = var(1) >= 0
trigger1 = var(2) = 30 && !numexplod(9920)
anim = (9920)+ var(1)
ID = 9920
pos = ifelse(teamside = 1,28,238),80
postype = left ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(3) > 0 && roundstate = 4
id = 9920
ignorehitpause = 1
[State 0, First Digit Scale Out]
type = ModifyExplod
trigger1 = var(2) > 30
scale = var(3)*.25,var(3)*.25
ID = 9920
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
[State 0, Combo Counter First Digit Fade out]
type = Explod
;triggerall = var(4) != 1
trigger1 = var(1) >= 0
trigger1 = roundstate = 4 && !numexplod(9921)
anim = ((9921) + var(1)) -1
ID = 9921
pos = ifelse(teamside = 1,28,238),80
postype = left ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
persistent = 0
[State 0, First Digit Scale Out]
type = ModifyExplod
trigger1 = roundstate = 4
scale = var(3)*.25,var(3)*.25
ID = 9921
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
;------------------------------
;Second Digit
;------------------------------
[State 0, Explod]
type = Explod
trigger1 = root,var(57) = [10,19]
anim = 9901
ID = 9901
pos = ifelse(teamside = 1,16,226),80
postype = left ;p2,front,back,left,right
bindtime = -1
removetime = (root,var(57) < root,var(57)+1)
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(2) > 29 || root,var(57) > 19 || roundstate = 4
id = 9901
ignorehitpause = 1
[State 0, Explod]
type = Explod
trigger1 = 1
anim = ifelse((root,var(57) = [20,29]),9902,(ifelse((root,var(57) = [30,39]),9903,(ifelse((root,var(57) = [40,49]),9904,6666)))))
ID = 9902
pos = ifelse(teamside = 1,12,222),80
postype = left ;p2,front,back,left,right
bindtime = -1
removetime = (root,var(57) < root,var(57)+1)
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(2) > 29 || roundstate = 4
id = 9902
ignorehitpause = 1
[State 0, Combo Counter Second Digit Fade out]
type = Explod
;triggerall = var(4) != 1
trigger1 = var(2) = 30 && !numexplod(9922)
anim = ifelse((root,var(57) = [10,19]),9921,(ifelse((root,var(57) = [20,29]),9922,(ifelse((root,var(57) = [30,39]),9923,(ifelse((root,var(57) = [40,49]),9924,6666)))))))
ID = 9922
pos = ifelse((teamside = 1 &&(root,var(57) = [10,19])),16,(ifelse((teamside = 1 &&(root,var(57) != [10,19])),12,(ifelse((teamside = 2 &&(root,var(57) = [10,19])),226,(ifelse((teamside = 2 &&(root,var(57) != [10,19])),222,226))))))),80
postype = left ;p2,front,back,left,right
removetime = -2
scale = .5,.5
sprpriority = 5
vel = ifelse(teamside = 1,14.26,-14.26),0
accel = ifelse(teamside = 1,5.2,-5.2),0
ontop = 1
ownpal = 1
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
[State 0, Second Digit Scale Out]
type = ModifyExplod
trigger1 = var(2) > 30
scale = var(3)*1.25,.05
ID = 9922
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
[State 0, Combo Counter Second Digit Fade out]
type = Explod
;triggerall = var(4) != 1
trigger1 = roundstate = 4 && !numexplod(9923)
anim = ifelse((root,var(57) = [10,19]),9921,(ifelse((root,var(57) = [20,29]),9922,(ifelse((root,var(57) = [30,39]),9923,(ifelse((root,var(57) = [40,49]),9924,6666)))))))
ID = 9923
pos = ifelse((teamside = 1 &&(root,var(57) = [10,19])),16,(ifelse((teamside = 1 &&(root,var(57) != [10,19])),12,(ifelse((teamside = 2 &&(root,var(57) = [10,19])),226,(ifelse((teamside = 2 &&(root,var(57) != [10,19])),222,226))))))),80
postype = left ;p2,front,back,left,right
removetime = -2
scale = .5,.5
sprpriority = 5
vel = ifelse(teamside = 1,14.26,-14.26),0
accel = ifelse(teamside = 1,5.2,-5.2),0
ontop = 1
ownpal = 1
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
persistent = 0
[State 0, Second Digit Scale Out]
type = ModifyExplod
trigger1 = roundstate = 4
scale = var(3)*1.25,.05
ID = 9923
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
;--------------------------------------
;Combo Hits Logo(s)
;--------------------------------------
[State 0, Combo logo Appears]
type = Explod
trigger1 = root,var(57) > 1 && !numexplod(9903)
anim = ifelse(teamside = 1,9910,9930)
ID = 9903
pos = ifelse(teamside = 1,160,370),136
postype = left ;p2,front,back,left,right
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,var(57) = 1 || var(2) > 30 || roundstate = 4
id = 9903
ignorehitpause = 1
[State 0, Hits Logo Appears]
type = Explod
trigger1 = root,var(57) > 1 && !numexplod(9904)
anim = 9911
ID = 9904
pos = ifelse(teamside = 1,160,370),136
postype = left ;p2,front,back,left,right
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,var(57) = 1 || var(2) > 30 || roundstate = 4
id = 9904
ignorehitpause = 1
[State 0, Combo logo Disappears]
type = Explod
;triggerall = var(4) != 1
trigger1 = (root,var(57) = 1 || var(2) = 30 || roundstate = 4) && !numexplod(9913)
anim = ifelse(teamside = 1,9913,9931)
ID = 9913
pos = ifelse(teamside = 1,160,370),136
postype = left ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
persistent = 0
[State 0, Hits Logo Disappears]
type = Explod
;triggerall = var(4) != 1
trigger1 = (root,var(57) = 1 || var(2) = 30 || roundstate = 4) && !numexplod(9914)
anim = ifelse(teamside = 1,9914,9932)
ID = 9914
pos = ifelse(teamside = 1,160,370),136
postype = left ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = .5,.5
sprpriority = 5
ontop = 1
ownpal = 1
pausemovetime = 999999999999
supermovetime = 999999999999
ignorehitpause = 1
persistent = 0
[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,var(57) = 1 || roundstate = 4 && var(3) > 30
ignorehitpause = 1
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yeh thats too much. it already felt like i was in Scanners movie and my brain was about to exlpode smh..
but in general it aint nothin new with you turnin up the coding possibities for mugen. Nice strider update its about time ::salute::
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The code is actually smaller than that, its like less than half is the actual code and the rest is extra custom materials for that extra spice with some extra precautions. I actually though getting explod numbers to display for mugen matching the engine or whatnot was going to be hard but with a bit of math, nothing too complexed, its very easy. (Once you figure it out that is) :P
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ClubSyN-X-Treme.net does coding and programming? hmmmmmmm keepin my eyes open ...might need a favor one day. ;)
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The code is actually smaller than that, its like less than half is the actual code and the rest is extra custom materials for that extra spice with some extra precautions. I actually though getting explod numbers to display for mugen matching the engine or whatnot was going to be hard but with a bit of math, nothing too complexed, its very easy. (Once you figure it out that is) :P
lol shh***t man smh. But knowing me when i want to figure somethin out i usually get it anyway but right now it just looks like total brain overload @-). But the math n science you laid out surely looks like its done its job. man it feels just like it was only yesterday when i couldnt even get that simple pots hyper effect code you put out to work right and now i know how to work with 3 different hyper styles. Everything takes time n effort. good stuff ::salute::
ClubSyN-X-Treme.net does coding and programming? hmmmmmmm keepin my eyes open ...might need a favor one day. ;)
oh you didnt know lando?^^ Syn is like skynet with that code sh*t. I remember when someone said it wasnt possible to have the music change up when your energy starts runnin low like SF and next thing you know syn & his minions figured that out smh lol...
that was nothin btw. eons ago. Now the interactive stages? thats his signature
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oooh really kai... well i am def gonna have to get at syn on my project. can show me a few tricks or something. lando tryin to learn all i can. ohhh i got somehing flavafull for ya Kai. check yo pm in a min. you gonna like it, might remember it soon as ya hear it. use it bro, its going to be in mine too.with some remixin and tweaks of course.lol
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oooh really kai... well i am def gonna have to get at syn on my project. can show me a few tricks or something. lando tryin to learn all i can. ohhh i got somehing flavafull for ya Kai. check yo pm in a min. you gonna like it, might remember it soon as ya hear it. use it bro, its going to be in mine too.with some remixin and tweaks of course.lol
hmm groovey :O*D
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hehehehe, loved the way you got rid the normal counter :)
Nice code, Syn. Very nice.
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I just tweaked it some more, ill update it in a bit.