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Odb718

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Messages by Odb718

    

Re: HRizing sprites

 August 24, 2013, 05:49:18 am View in topic context
 Posted by Odb718  in HRizing sprites (Started by electrocaid August 22, 2013, 01:16:06 pm
 Board: M.U.G.E.N Development Help

Irfanview can do batch conversions. It has a few filter options on it's resize, but it's not the greatest.
    

Re: TROUBLE WITH PALETTE

 August 24, 2013, 05:28:50 am View in topic context
 Posted by Odb718  in TROUBLE WITH PALETTE (Started by Nny August 23, 2013, 07:45:20 pm
 Board: M.U.G.E.N Development Help

In fighter factory 3, make sure your character's pallet is loaded and find out which one it it. Usually 0,0.
Add the new images and use "Force pallet". Use "0,0" or what ever your character's pallet is. Then add.
It should work.
    

Re: Character Sizes

 August 17, 2013, 05:22:36 am View in topic context
 Posted by Odb718  in Character Sizes (Started by beck26 August 16, 2013, 11:47:33 am
 Board: M.U.G.E.N Development Help

First off. This is a forum. Youre going to have to wait for a response. People arent anxiously waiting to help. We all live on different spots on the planet.

Second. As far as I know there's no size limit to characters. My Samus is GIGANTIC compared to regular sprites.

Third, any time you reduce the numbers of pixels in a picture youre going to have loss. By it's very definition there will always be loss when you take something away.

Forth. Save as png.
    

Re: Mugen 1.1 questions

 August 15, 2013, 07:42:25 am View in topic context
 Posted by Odb718  in Mugen 1.1 questions (Started by Gara May 08, 2013, 07:11:54 pm
 Board: M.U.G.E.N Configuration Help

Have you tried the same characters on the same stage in 1.0?
It sounds like your hardware isnt up to par.
    

[Requesting] Animated Explosions - flat and/or round

 August 14, 2013, 06:09:36 am View in topic context
 Posted by Odb718  in [Requesting] Animated Explosions - flat and/or round (Started by Odb718 August 14, 2013, 06:09:36 am
 Board: Development Resources

I'm looking for an animated explosion that looks like it's on the ground. I'd like it so it turned to smoke at the end and faded away.
I'd prefer it to be more realistic than pixel art.
I really need both a round explosion and a flat-bottomed explosion. Nothing like a nuclear explosion. Just the regular gas bomb puffing out and then disappear deal.
    

Re: wall

 August 13, 2013, 09:57:50 pm View in topic context
 Posted by Odb718  in wall (Started by sgn15 August 12, 2013, 01:40:48 pm
 Board: M.U.G.E.N Development Help

I forget if my Ibuki's frog is exactly how you want, but I'm pretty sure I made it unmovable. I know if someone tries pushblocking it, Ibuki moves and not the frog... but it might just be some trickery. Like I know I spawn a helper but I think the helper spawns an explode so it doesnt bounce the way you described.

ah ok, I just looked at her. I spawn a helper that sets a variable to keep track of the point it was spawned at.

I also use
[State 12510, PlayerPush]
type = PlayerPush
trigger1 = movehit
value = 0

If you want, take a look and see if it's like what you want. 
command = ~D, DF, F, a+b to do the move. it's a level 1 ultra. A link to her topic's in my sig.
    

Re: Whenever i throw my character shoots backwards

 August 13, 2013, 09:47:27 pm View in topic context
 Posted by Odb718  in Whenever i throw my character shoots backwards (Started by spizzaa August 13, 2013, 07:09:35 am
 Board: M.U.G.E.N Development Help

[statedef 15000]
type = A
movetype = H
physics = N
ctrl = 0
 
[State 15000, 1]
type = ChangeAnim2
trigger1 = Time = 50
value = 15001

[State 15000, VelSet]
type = VelSet
trigger1 = Animelem = 1
X = 0
Y = -10

[State 15000, 3]
type = SprPriority
trigger1 = Time = 0
value = -2

^^^^ Try that for the velocity problems ^^^^
My Samus was having the same problem until I set it up like that. Think there might be one more issue with yours. I think I had to drop the targetbind or something.

As for the sliding.. the only thing I can think of is you have collision boxes and it's pushing P1. I dont see any velocity or position controls so without seeing the characters I'd have no clue.
    

Re: Need help with helpers

 August 10, 2013, 04:55:20 am View in topic context
 Posted by Odb718  in Need help with helpers (Started by VGames August 08, 2013, 11:56:18 pm
 Board: M.U.G.E.N Development Help

What he's saying is make an explode in your helpers. If the helpers already have the proper movement you wont have to move the explodes, just make them stay with the helper's location.
    

Re: Help with Close Punch/Kick

 August 10, 2013, 04:50:29 am View in topic context
 Posted by Odb718  in Help with Close Punch/Kick (Started by QuickFist August 09, 2013, 04:29:30 am
 Board: M.U.G.E.N Development Help

You make two states.
In the state of the "close punch" You can add a change state to check the distance at time = 0. Make it switch to the "normal punch" state.

Use
[State -1, close light punch]
type = changestate
value = 201
triggerall = !AIlevel
triggerall = command != "holddown" && command = "y"
triggerall = statetype != A
triggerall = p2bodydist x <= (const(size.xscale) * 20)
trigger1 = ctrl || (stateno = [100, 101])
trigger2 = var(4)
trigger3 = (stateno = [200,209])&& movecontact
trigger4 = (stateno = [230,239])&& movecontact
trigger5 = (stateno = [400,409])&& movecontact
trigger6 = (stateno = [430,439])&& movecontact

in your commands and you shouldnt have any problems.
That code might not work perfectly for you, but it's the idea. Make the button press check the distance. You can also set up TWO commands for the different attacks. The one that has "more triggers" should go on top. Meaning, Mugen is going to run the first code that works. Make it so it doesnt decide, you decide.
    

Re: RamzaNekoWIPs : Maverick Hunter Zero MVC3+MMX games

 August 10, 2013, 04:23:35 am View in topic context
 Posted by Odb718  in RamzaNekoWIPs : Maverick Hunter Zero MVC3+MMX games (Started by RamzaNeko June 25, 2011, 03:42:37 am
 Board: Projects

Any updates lately?
I hope everything's going good.
    

Re: Fighter Factory 3 RC7 + BGs beta + Debug

 August 05, 2013, 04:40:24 am View in topic context
 Posted by Odb718  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

VirtuallTek, I was wondering if I could ask for another feature. I may have asked before.
I use FF3 to edit sprites ALL of the time. I find it easier than opening Paint or Photoshop and doing the whole process to change 4 pixels.
Yet sometimes I'd like to use an image and expand upon it.

Please add in an option to make the size of the images boundaries larger. Some times I need to edit hair or feet or anything but there's no room. If you could add it so when the size is increased it has the "transparency's" color.

It'd be extremely awesome if you could increase the size by clicking the option, then clicking the center of each side or one of the four corners. Then press enter to lock the changes.
    

Re: How to prevent this AI behaviour?

 July 24, 2013, 06:47:40 am View in topic context
 Posted by Odb718  in How to prevent this AI behaviour? (Started by Erlkönig July 21, 2013, 09:00:23 am
 Board: M.U.G.E.N Development Help

Well there's the option so that the AI has to do the button movements and not just "pre-program" a list of moves.
If the PC just lines up 19 light punches in a row and nothing's there to stop it from happening, it's going to happen.
But I agree, there should be this in the basic AI.
    

Re: How to prevent this AI behaviour?

 July 22, 2013, 07:14:45 am View in topic context
 Posted by Odb718  in How to prevent this AI behaviour? (Started by Erlkönig July 21, 2013, 09:00:23 am
 Board: M.U.G.E.N Development Help

I think you have to code each basic attack into the AI. I dont mess with AI. When I do it comes out terrible.
But I think if you code each basic attack in the PC cant cheat it's way through.
    

Re: Pics For Style

 July 22, 2013, 07:04:36 am View in topic context
 Posted by Odb718  in Pics For Style (Started by Nitro Glycerin North July 14, 2013, 09:09:15 am
 Board: M.U.G.E.N Development Help

the 3rd question could be a number of possibilities. But you're looking for an explod. I set up my ultras to call 1 helper that controls all of the effects of the ultra background. Usually statedef 3333. In my state I make "two" portraits appear. One that slides in, then a second that fades down and out. I also have the background effect usually. Other people will just code the portrait as an explod inside the ultra's statedef. So, using debug mode, do the ultra you'd like to change, remember the statedef #, look for it, then investigate if it has  a portrait or a helper. Look at all the explods that are called. You'll find it.

#1 your avatar for the character is usually 9000,0. Go into sprites and move all the way left. It usually starts on 0,0. So dont be fooled. (Fighter Factory 3)

and the second question... I dont mess with screen packs.
    

Re: Adon's Walled Courtyard with highEST jump - 7/21/13

 July 22, 2013, 06:01:03 am View in topic context
 Posted by Odb718  in Adon's Walled Courtyard with highEST jump - 7/21/13 (Started by Odb718 July 13, 2013, 02:49:34 am
 Board: Your Releases, older Mugen

2nd Spot Download
This might run out of bandwidth soon.

Host-A is down. Not sure for forever or what. <_<
Updated the first links to be current as of 7/24/16
    

Re: Adon's Walled Courtyard with highEST jump - 7/21/13

 July 21, 2013, 09:12:24 am View in topic context
 Posted by Odb718  in Adon's Walled Courtyard with highEST jump - 7/21/13 (Started by Odb718 July 13, 2013, 02:49:34 am
 Board: Your Releases, older Mugen

I havent set up my 1.1 all the way yet. I'm not sure how it will act.
I updated the stage tonight. The jump is as high as I can possibly get it. I added in a crappy river. Not very happy with the look but for now it works.
I had to edit a couple of the other images and placements of them.
I adjusted the foreground flowers to move. You cant tell though.
Not sure what else.
    

Re: Adon's Walled Courtyard with high jump

 July 17, 2013, 06:02:00 am View in topic context
 Posted by Odb718  in Adon's Walled Courtyard with highEST jump - 7/21/13 (Started by Odb718 July 13, 2013, 02:49:34 am
 Board: Your Releases, older Mugen

I'm merely curious here with asking this: Who's stage was used as a source for coding??
As far as I know the original is "Walled Courtyard" By R.   Who R. is, I have no clue.
It's always been one of my favorite stages. I've had it for years and decided to try and edit a stage. This one was chosen. I only found out who made it by searching on youtube. I edited out one image, the original bg, and added in the 7 parts. Then I edited the boundhigh and the stage name. I honestly didnt do too much. Just ripped one image and made 7 out of it.
    

Re: Creator Apprenticeship

 July 14, 2013, 08:35:47 am View in topic context
 Posted by Odb718  in Creator Apprenticeship  (Started by Nitro Glycerin North July 14, 2013, 03:52:47 am
 Board: M.U.G.E.N Development Help

I idle in a dead channel on irc. You can join EFNet and get in #Xmugen
like I said I idle there. If you join just ask your question and idle. I'll respond when I can.
I'm usually on the pc from 9pm to 3am EST.
    

Re: Helper problem

 July 14, 2013, 07:11:49 am View in topic context
 Posted by Odb718  in Helper problem  (Started by EM20XX July 14, 2013, 06:07:52 am
 Board: M.U.G.E.N Development Help

you might have to produce a second helper to act as the projectile. post your code
    

Re: Adon's Walled Courtyard with high jump

 July 14, 2013, 06:20:39 am View in topic context
 Posted by Odb718  in Adon's Walled Courtyard with highEST jump - 7/21/13 (Started by Odb718 July 13, 2013, 02:49:34 am
 Board: Your Releases, older Mugen

The tree on the right isnt the problem. I extended it up a bit. The problem is the trees in the far back.
The trees/sky doesnt go low enough. I need to add to it because if I extend the boundhigh then a hole appears. I was thinking about adding a river or something like that. not sure yet.