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Messages by altoiddealer

    

Re: Explod:postype=p2 do not work in Win state

 August 08, 2019, 03:16:49 pm View in topic context
 Posted by altoiddealer  in Explod:postype=p2 do not work in Win state (Started by Hannah Montana August 06, 2019, 09:48:43 am
 Board: M.U.G.E.N Development Help

...Or, you can also use redirection to compare distance of enemy from your character to position it relative to your character.  Something like
Pos = abs(enemy,Pos X - Pos X),0
    

Re: Bowser W.I.P

 July 24, 2019, 03:43:48 am View in topic context
 Posted by altoiddealer  in Bowser W.I.P (Started by k6666orochi June 21, 2019, 08:10:44 pm
 Board: Projects

Yes!!!
    

Re: Eddy Gordo by LESSARD

 July 16, 2019, 04:35:23 pm View in topic context
 Posted by altoiddealer  in Eddy Gordo by LESSARD (Started by RΣDDBRIПK May 23, 2019, 11:28:13 pm
 Board: Found Releases 1.0+

This is absolutely amazing!  Good job Lessard!

I love how fluidly the moves transition into each other.  The Supers are awesome, and the effects are so well executed.
    

Re: How do you make a move Bury a foe like in Smash Bros series, mainly Smash 5?

 July 05, 2019, 07:09:33 pm View in topic context

For an example of a custom state, open up Kung Fu Man and look for his Kung Fu Throw attack.

A custom state is just like any State, except you create it for the other character to use instead of your own.  You put the other character into it by either using the "p2stateno" parameter in a HitDef (attack), or you use the TargetState controller.... which basically does the same thing.  The enemy has to be in a hit state to be identified as a "target"

*Edit*
I see you asking a lot of questions about whether certain things are possible.  There's nothing wrong with that, but if you are serious about creating some content it is highly recommended that you read through these two pages which covers the majority of "What can you do" in MUGEN.  Bookmark them.  Read these from top to bottom a few times.  Search them whenever you have an idea.  These are the 2 most helpful documents in regards to MUGEN coding.
State Controller Reference
Trigger Reference
    

Re: How do you make a move Bury a foe like in Smash Bros series, mainly Smash 5?

 July 05, 2019, 05:15:12 pm View in topic context

Since there is no "masking" in MUGEN (hiding part of a sprite), having half the body stuck out of the ground would have to be something each character would need compatible sprites for, in their own files.

Alternatively, you could include some big blown-out-hole-type graphic layered above the enemy at ground level, but that is not guaranteed to cover up the half of the body that is "below ground".


This is just achieved with an attack that puts the enemy into a custom state.  In the custom state, you change them to whatever anim you want, then selfstate them after 90 ticks.
    

Re: how to make new sprites match existing pal?

 July 05, 2019, 03:23:41 pm View in topic context
 Posted by altoiddealer  in how to make new sprites match existing pal? (Started by Prime SC July 05, 2019, 07:56:15 am
 Board: M.U.G.E.N Development Help

At minimum, you need to add the new colors from your new sprites, into the existing palette.

If that doesn't work for some reason, please report back.
    

Re: How do I let players cancel one specific move into itself over and over, while f

 July 02, 2019, 04:12:10 am View in topic context

In State -1 (commands), make the command for the cancel.

Then find the ChangeState for that specific move (and any other States you want to be able to cancel into).

Add a new set of triggers to it, such as:

trigger3 = StateNo = 310 ;whatever the StateNo is for the move
trigger3 = command = "movecancel" ;the name of the cancel command

and any other condition you want for the cancel such as

trigger3 = Time > 10 ;only after 10 ticks in the state has passed.


Most commands have "ctrl = 1" factored into them, so you can't change to them while in most attack states where Ctrl = 0.
    

Re: Sneaky var() in Songoku

 July 02, 2019, 04:04:40 am View in topic context
 Posted by altoiddealer  in Sneaky var() in Songoku (Started by Disconcorde June 20, 2019, 07:42:24 pm
 Board: M.U.G.E.N Development Help

That's not exactly an exploit heh

but that's correct, that you should also try searching for:
var(52) :=
    

Re: Status that prevents opponent from attacking?

 June 30, 2019, 05:54:06 am View in topic context
 Posted by altoiddealer  in Status that prevents opponent from attacking? (Started by fles June 11, 2019, 10:21:02 am
 Board: M.U.G.E.N Development Help

Fullscreen invisible helper.
*thumbsup*
    

Re: Low health changing mp3?

 June 27, 2019, 12:12:44 am View in topic context
 Posted by altoiddealer  in Low health changing mp3? (Started by jwideman June 26, 2019, 05:15:47 pm
 Board: M.U.G.E.N Development Help

If you have a song that is 2 minutes long, but you want it to start looping after 1 minute, what you do is split the track so it is 2 sounds, 60 ticks each.

Let's also say for sake of example that the faster version has a 45 tick looptime instead of 60.

[State -2, Start Normal Song]
type = PlaySnd
trigger1 = GameTime = 0
loop = 0 ;do not loop this track
value = 1000,0
channel = 7

[State -2, Start Looped Normal Song]
type = PlaySnd
trigger1 = Life >= LifeMax/33 ;more than 33% health
trigger1 = GameTime = 60
loop = 1 ;loop this track
value = 1000,1
channel = 7

[State -2, Stop Normal Song]
type = StopSnd
trigger1 = Life < LifeMax/33 ;less than 33% health
channel = 7

[State -2, Start Fast Song]
type = PlaySnd
trigger1 = Life < LifeMax/33 ;less than 33% health
trigger1 = Cond(var(10),1,var(10) := GameTime) ;set a var ONCE capturing the GameTime
loop = 0 ;do not loop this track
value = 1001,0 ;faster start song
channel = 8 ;different channel

[State -2, Start Looped Fast Song]
type = PlaySnd
trigger1 = Life < LifeMax/33 ;less than 33% health
trigger1 = var(10)%45 = 45 ;triggers every 45 ticks starting with the initial GameTime the fast track started
loop = 1 ;loop this track
value = 1001,1 ;faster loop song
channel = 8 ;different channel

...Something like that.
    

Re: Air Helper Hitspark

 June 25, 2019, 04:53:36 pm View in topic context
 Posted by altoiddealer  in Air Helper Hitspark (Started by BurningSoul June 21, 2019, 03:40:16 pm
 Board: M.U.G.E.N Development Help

Well like I said, no one will be able to help you until you find where var(36) is being set.

Please find that and copy/paste it here, because that contains the calculations for the Y position of the sparks.
    

Re: Adding Palettes to non-indexed characters...

 June 24, 2019, 04:23:11 pm View in topic context
 Posted by altoiddealer  in Adding Palettes to non-indexed characters... (Started by Kolossoni June 23, 2019, 07:18:34 pm
 Board: M.U.G.E.N Development Help

You just need to be sure that you have 1 palette, that is not missing any colors from any of those sprites.  If there is an attack where the character pulls out a weapon with unique colors, things like that... just bring one of those sprites into the same Photoshop document.  It can be a huge canvas with sprites placed randomly all over it, it does not matter, just that you have all the colors used in that document.  Index this image and you'll have the complete palette.

Bring that palette into Fighter Factory 3 / Fighter Factory Studio, and then you can easily apply this palette to all of your sprites either when importing them, or if they are already all in there you can easily use the function "Palettes > Apply to the Groups" and you can apply that palette to all sprites in the sprite groups that you select in the window.
    

Re: PlaySnd trigger being skipped.

 June 24, 2019, 03:53:26 pm View in topic context
 Posted by altoiddealer  in PlaySnd trigger being skipped. (Started by DripChips May 31, 2019, 09:17:53 pm
 Board: M.U.G.E.N Development Help

Heh, yeah.  Triggers, parameters, etc, have to be either integers (whole numbers) or floats (have decimal places).

In this case if you look here you will see that the Time trigger must be an integer.
Clickable text

If you have code that is not working this is a good aspect to check up on.
    

Re: Adding Palettes to non-indexed characters...

 June 24, 2019, 03:50:32 pm View in topic context
 Posted by altoiddealer  in Adding Palettes to non-indexed characters... (Started by Kolossoni June 23, 2019, 07:18:34 pm
 Board: M.U.G.E.N Development Help

Do the sprites all use the same exact colors?  It's OK if a few sprites have more or less colors, but that they must be the exact color values where you expect them to be.

If so, then you just need to create a palette with ALL the colors in it that are found in all the sprites... so what I would do is just open all the sprites that have different colors in one document in Photoshop, then index the image so that you have a palette with every color used.
Then when you import the sprites in FF3/FFStudio, you can choose the option to assign them a specific palette and choose that palette.
If the sprites have already been imported there's a function to replace the palettes of the sprites.

If the sprites do not have the exact colors where you want them... ehhhhhh it's a bit trickier.
    

Re: Air Helper Hitspark

 June 24, 2019, 03:38:17 pm View in topic context
 Posted by altoiddealer  in Air Helper Hitspark (Started by BurningSoul June 21, 2019, 03:40:16 pm
 Board: M.U.G.E.N Development Help

That's a pretty complex calculation to solve the "X" position, but if you can understand the calculations in that parameter, you'll find that the "Y" position is simply "var(36)"

You'll have to hunt down the code that is responsible for var(36) to figure this out.


*Edit* Does the helper have those vars?  If those vars are all set by the player then you may just need to add this to the beginning of them
parent,

example

pos = ifElse(P2Dist x < 0, 0, ifElse(P2Dist x < parent,var(35), ceil(P2Dist x), parent,var(35))), parent,var(36)
    

Re: a code for auto blocking, once every X ticks?

 June 24, 2019, 03:16:24 pm View in topic context
 Posted by altoiddealer  in a code for auto blocking, once every X ticks? (Started by ziaker June 20, 2019, 11:50:05 pm
 Board: M.U.G.E.N Development Help

    

Re: Bowser W.I.P

 June 21, 2019, 09:58:10 pm View in topic context
 Posted by altoiddealer  in Bowser W.I.P (Started by k6666orochi June 21, 2019, 08:10:44 pm
 Board: Projects

Really cool!

I have some suggestions for you to consider:

-He closes his eyes for his taunt anim shown at 0:36 in the video... if you could take that to add some blinking in his idle stance, I think that would be an improvement.

-I think you could also add emphasis to the beginning of moves by having his eyes closed for the first frame or so... such as, half closed for light attacks, and fully closed before jumping and stronger attacks
    

Re: a code for auto blocking, once every X ticks?

 June 21, 2019, 06:49:55 pm View in topic context
 Posted by altoiddealer  in a code for auto blocking, once every X ticks? (Started by ziaker June 20, 2019, 11:50:05 pm
 Board: M.U.G.E.N Development Help

First off, I want to point out that you have an error with the last trigger1 which I think you wanted to be trigger2. (the triggers do not have to be grouped together by number, m'bad!)

You'll have to use a Var (or Explod/NumExplod method) in this fashion

Code:
;---------------------------------------------------------------------------
[State -1, Auto Guard]
type = ChangeState
value = 150
triggerall = power >= 500
triggerall = Alive = 1
trigger1 = (GameTime%8100) = 0
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = var(10) > GameTime + 20 ;Prevents the Auto-Blocking from triggering until 20 ticks have passed from the previous successful block.
trigger2 = (stateno = [5000,5020]) && (GameTime%200) = 0
trigger2 = var(10) := GameTime ;This will set var(10) to the current GameTIme
poweradd = 500
;---------------------------------------------------------------------------

That should do it.  Just replace the Var # with an available one, and adjust the "20" to however many ticks.
    

Re: Sneaky var() in Songoku

 June 20, 2019, 08:42:01 pm View in topic context
 Posted by altoiddealer  in Sneaky var() in Songoku (Started by Disconcorde June 20, 2019, 07:42:24 pm
 Board: M.U.G.E.N Development Help

Uhhh... state 5900 doesn't exist.

I've checked every file.

.txt is also a valid file for character coding, so see if there's a txt file with State 5900.

Otherwise like Nep said, you should try searching for a few different things depending on how the author formatted the code.  Some authors do not use any spaces so if that's the case try searching for "v=52"
    

Re: Pause in Intros Issue

 June 20, 2019, 04:43:00 pm View in topic context
 Posted by altoiddealer  in Pause in Intros Issue (Started by Kolossoni June 14, 2019, 02:12:44 am
 Board: M.U.G.E.N Development Help

So I don't 100% get what you're doing but maybe this thought process will help you get to the solution... at least for the "skipping intro" aspect.

How about, during this particular intro, you immediately capture the GameTime to a Var.
Then in State -2 or State 0 or wherever, have a Pause controller that is intended to override / cancel the Pause from your intro... with a parameter of TIme = 0.

Use these triggers for the Pause to check if the entire Intro played out - and will trigger if the intro was skipped:

triggerall = var(xx) != 9999999 ;If it has not yet be triggered.
trigger1 = var(XX) + (YOUR INTRO'S TOTAL LENGTH) > GameTime
trigger1 = var(xx) := 0 ;set the Var to 9999999 when triggered, since you can't use persistent in State -2