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Odb718

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Messages by Odb718

    

Re: Whenever I add characters the game crashes

 August 12, 2023, 04:50:12 pm View in topic context
 Posted by Odb718  in Whenever I add characters the game crashes (Started by treeslayer1000 August 11, 2023, 09:35:26 am
 Board: M.U.G.E.N Development Help

Could not open file: ../../data/MKP/bmoves.st

So in your Mugen folder, there's a folder named Data. Open that and then look for MKP Folder, then find the bmoves.st file
The error is saying you don't have that file, so you gotta track it down and copy it. You'll have to make the MKP folder and put it in there.
    

Re: N00BSaibot718 - Custom Noob Saibot WIP POLL UPDATE

 August 09, 2023, 02:33:04 pm View in topic context
 Posted by Odb718  in N00BSaibot718 - Custom Noob Saibot WIP POLL UPDATE (Started by Odb718 July 21, 2016, 12:51:24 pm
 Board: Projects

Bump from the NetherRealm. I've squashed the bug with the disabler into the clone attacks. All of the Ultra's I've been working on for more than the last year have all been crap. BUT

This one is becoming fun. I don't know why going into the upkick only gets you 17 hits vs slide to upkick gets you 18. I can't see a reason how/why.
The FX aren't final but they're good enough to show here.

Im trying to decide if the black hole should spin faster or slower.
A LOT of mugen chars in my roster that have multi-fireball ultras are usually spitting out 18. So that's what I'm going with for Noob.

The lack of pause at the end of the Ultra is for testing so I don't have to keep waiting. Noob will be neutral after the ultra, maybe positive 1 or 2 frames.

The Akuma drop ultra is out.

I might release Noob after these last few edits. I'm not sure if he'll get a 4th Ultra. I may make his multiple holes ultra be able to be done in the air.
    

Re: Spritesheet Expansion Thread

 August 03, 2023, 12:43:47 pm View in topic context
 Posted by Odb718  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

I'm stealing that so hard Scramble!
I considered editing your post so the gif was only in this post lol. That's how hard Im stealing this :P
 I've had an edited Chun Li for a long while now. The edits are so small that I can't see myself releasing it. But I think this has given me some inspiration to work more on her to make her more Mugen-ized.
Maybe something like
D,DF,F,X,X,X
And she'll go EX and swap sides, and you can keep repeating it as long as you have 500 power to spend. Make it cancel into ultras....
    

Re: Yagami-AD

 August 02, 2023, 07:32:34 am View in topic context
 Posted by Odb718  in Yagami-AD (Started by vicneo August 01, 2023, 09:04:09 am
 Board: M.U.G.E.N Development Help

but xavier automatically transforms even without losing health, and orochi k shura no matter how he edits cmd, he still transforms automatically when he only loses 1% of his health

Is there a way to make him instantly go into stronger form when his health starts to lose like Xavier Kim and Orochi K Shura?
I've no clue which way you want this to work, but
trigger1 = statetype != A && ctrl && life<lifemax/2 && var(x) != y

Edit the Life< part to how much life left/reduced you want.

Are you trying to say you added this code in, and it happens BEFORE the code can take effect, and you want it to NOT happen that fast?
If so, you have to look around for a changestate or a varset/add that's going to activate it.
    

Re: How to change this?

 July 30, 2023, 12:09:33 pm View in topic context
 Posted by Odb718  in How to change this?  (Started by vicneo July 30, 2023, 10:47:33 am
 Board: M.U.G.E.N Development Help

Yes. Step one is to find out what State the character is in. Use Debug by pressing Ctrl+D. You'll see numbers in the bottom left of the screen. You'll be able to tell what number the State is by doing different moves. It should reset to 0 when you're standing still.
Activate the move you're interested in and write down the number.
Open the character in Fighter Factory 3.
In the CMD search for that value. You can press Ctrl+F to bring up the search box. There may be multiple results. You're looking for a ChangeState with that number as the value.
In that ChangeState, one of the Triggers should mention Life. The number should be what you expect based on game play. Characters' life is 0 to 1000 so if it's really low life, it's probably 100 to 200. If you want it to activate with only a tiny bit of life lost, 800 to 950 would be about right.
    

Re: Custom Character Powerbar bigger then the other

 July 30, 2023, 11:48:01 am View in topic context
 Posted by Odb718  in Custom Character Powerbar bigger then the other (Started by Arcadeboi July 28, 2023, 06:28:06 am
 Board: M.U.G.E.N Development Help

I personally would check out the differences between the two character's methods of placing the bar. Akuma's is clearly in the wrong position.

You might need to use this?  https://mugenguild.com/forum/topics/const240p-const480p-const720p-triggers-169138.0.html
I don't really mess with power bars. I personally rip them out of chars I like so I'm not the best person to talk to about this.
But I imagine pos = 36,230 is what you'll need to edit.
    

Re: Hello, I want to Make Helper's Proj hitbox and effect, anyone help?

 July 30, 2023, 11:36:47 am View in topic context
 Posted by Odb718  in Hello, I want to Make Helper's Proj hitbox and effect, anyone help? (Started by plangler July 29, 2023, 02:33:16 pm
 Board: M.U.G.E.N Development Help

What should I do here? Can't i make this rotating laser effect exactly the same as the hittbox position of that rotating laser?
Yes. There's two different methods to make a hitbox match an animation. The easy way would be to center the effect sprite at 0,0 in the anim. Then put the red box around it. The hit box would appear where ever the sprite goes.

The next method would involve F12 and doing some math. I've had to use this way because there's no other way. When you shrink things down using a scale modifier and a few other techniques, the red box doesn't track the sprites perfectly. You'd need to use F12 to capture screen shots and then make a 2nd animation of the hitboxes with a blank animation. Once you overlay the 2nd animation the sprites and hit boxes would line up.

I'm not exactly sure what you're asking. The images you've made don't really show me what you're trying to do. If you use Fighter factory 3, you can use
the Image Editor to build the images in Paint. Open the Image Editor in Sprites. Then in the pop up box, use Edit>Copy. Then Paste that image into paint. You can build up the image by going to the character? then the laser?

Spoiler, click to toggle visibilty
This shows a ball going down on the left side of P1, then bouncing up-right? Or does it teleport over there?


The image on the left wont be able to be scaled or rotated and have the hit box follow perfectly. The one on the right will.
    

Re: I want to make more than one afterimage appear~!

 July 28, 2023, 05:55:30 am View in topic context
 Posted by Odb718  in I want to make more than one afterimage appear~! (Started by Catacomb soul July 22, 2023, 11:57:03 am
 Board: M.U.G.E.N Development Help

Being stupid isn't your problem. You're smart enough to join a forum and find people to help out. You just haven't read the thing to help you understand yet.

I did a fast try at this. It's not going to be perfect for exactly what you want. You should only have to edit things to make it a lot better.

In the State your want your rainbow trail to happen, place this
Spoiler, click to toggle visibilty
^^^ This uses Var 11. Change it to something that isn't used if Var 11 isn't used. There might be a way to do it without the variable. I'm not sure.

Then the State for your helper.
Spoiler, click to toggle visibilty
If you want to know what each thing does, you can use the master thread. https://mugenguild.com/forum/topics/the-mugen-docs-master-thread-168949.0.html
You can read that while you wait for replies if you have questions.
The color(s) Are NOT what you want. You'll have to edit the PalFX.

Var 10 is the total number of helpers that have been spawned.
Var 11 is the AnimElem number of the Root. aka the main char.
Var 12 is the Anim of the main char.


    

Re: gouken remasterd update WIP

 July 24, 2023, 06:24:56 pm View in topic context
 Posted by Odb718  in gouken remasterd uodate WIP (Started by alexlexus February 13, 2023, 07:23:47 am
 Board: Projects

He looks pretty good. Gouken has always been one of my favs.
One thing that randomly crossed my mind, is you have him blocking after his air-flip move. I think it'd be cool if it was a parry. He could smash P2 down into a ground bounce. Might be an interesting way to start a combo.
But I have a feeling you're making something a little closer to source.
    

Re: I want to make more than one afterimage appear~!

 July 23, 2023, 10:49:52 am View in topic context
 Posted by Odb718  in I want to make more than one afterimage appear~! (Started by Catacomb soul July 22, 2023, 11:57:03 am
 Board: M.U.G.E.N Development Help

Don't forget this stuff from this thread https://mugenguild.com/forum/msg.2536236

What I think I see in your video is you have an afterimage in the current state that's green, and maybe you're using a helper for the 1 frame pink image?
Have you learned how to make a helper yet?


For this set of a problem, I'd make Standing Light Punch have a helper spawn about 80 pixels in front of P1. Then I'd get it so it turned pink and faded out.

Once I got the effect of 1 frame of the effect working EXACTLY how I needed it, I'd use a trigger to produce the helper as many times as I needed.

After I got ALL of the total number of clones working with 1 color, I'd try to implement a way to use the time to adjust the color I needed to display.

Once Standing Light Punch has the images you want, copy and paste it into the move you want, but change the 80 pixels in front to however many behind P1. After everything works perfectly in the special move, delete the code out of SLP.

Work on this problem in this order and I think you'll end up figuring it out.
One thing you could also do is duplicate the code in SLP to SMP and work on getting the colors right while doing Step 1. You could use both standing light punch and standing medium punch to debug. Have SLP and SMP set up a tiny bit different each time to see what changes get you closer to your goal. This way you can test twice as fast.
    

Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)

 July 09, 2023, 08:18:08 pm View in topic context
 Posted by Odb718  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

So I've downloaded the Portable version for windows. I'm on Win 10. I extract the rar, go into \Fighter Factory Studio\x64, double click ffs.exe and it pops up an error. It cant load the configuration file.
    

Re: Screenpack errors

 July 07, 2023, 12:16:17 am View in topic context
 Posted by Odb718  in Screenpack errors (Started by HakiKing+ July 06, 2023, 10:08:17 pm
 Board: M.U.G.E.N Development Help

use Imgur to upload the pics. Then use the button to post them in a reply here.
Are you saying the tutorial is wrong or something's not working for you?
    

Re: Additional custom UI for character

 July 06, 2023, 04:34:24 pm View in topic context
 Posted by Odb718  in Additional custom UI for character (Started by MrSaturn100 June 11, 2023, 12:03:17 pm
 Board: M.U.G.E.N Development Help

1. I changed the bindtime to -1 and it still keeps the icon the same regardless of if I use the move...
2. What do I need from the second link? It just sends me to the whole list, so I don't understand what exactly I need...
3. I tried adding the code to all of the icons, but now it shows a COPY when I enter a big stage
1. Good. It should. Keep it that way.
2. You can remove explod and remake it, or you can use modifyexplod to make it look different.
         If you're using Fighter Factory 3, you can click in the area of your Statedef you want to add the modify explod to, and then double click it in the list on the right. All of the features are listed in the link so you'll know what it all does.
3. TO or FOR all of the icons? This code should only be in one spot/state to make it easier.

As for 1 and 2, You have a couple options to change the icons so it looks right. The way I'd do it is have all the icons listed and when the move happens, you'd put a grayed out version on top of that icon. With the fact you're scaling everything at 0.2 might make positioning a little more difficult. But you should be able to use FF3 to have 1 sprite of all the icons. Then in each animation, you'd position the sprite, IN sprites, and not in the animation. So that when you add the sprite to the animation, you don't need to move it to line everything up. If that doesn't work, you'll have to do some math.
So I imagine Anim 19001 is the whole thing. You might want to switch it to 19000 if you can, so that the moves start at 1 and end at 18. But you could have each one be like 19011 - 19016, 19021 - 19026, 19031 - 19036. This way you could make it rows to keep track a little easier.

Either way, add another explod inside the ONE spot you're using for this. You'll want to check your ROOT's animation and spawn the "disabled" animation for whatever move. So you're going to have 18 new explods all for each icon. You can have each animation for those 18 explods be different times IF you want the cooldown for each move to be different. Or you can use 18 removeexplod for each move if you prefer. If they all work at the same rate, then all the animations can be the same length.
    

Re: Additional custom UI for character

 July 05, 2023, 06:03:00 pm View in topic context
 Posted by Odb718  in Additional custom UI for character (Started by MrSaturn100 June 11, 2023, 12:03:17 pm
 Board: M.U.G.E.N Development Help

    

Re: Throws don't deal Damage

 July 05, 2023, 05:59:05 pm View in topic context
 Posted by Odb718  in Throws don't deal Damage (Started by BeastwithFriends June 19, 2023, 10:23:57 pm
 Board: M.U.G.E.N Development Help

At 4:30 of that video is when he adds the target life add. But because he uses a negative number it's subtraction.
He uses AnimElem 4 as the trigger, which is similar to
time =
But not exactly the same.
5:04 of the video is how your code should look. But you can edit your trigger1 to be the timing you want.
    

Re: Trying to add OHKO to PlasmoidThunder's Flandre Scarlet Edit

 July 02, 2023, 02:59:20 pm View in topic context
 Posted by Odb718  in Trying to add OHKO to PlasmoidThunder's Flandre Scarlet Edit (Started by alpenstorm June 26, 2023, 06:13:14 pm
 Board: M.U.G.E.N Development Help

Find out what state number the character is in when doing the move. You can see it on screen if you use CTRL+D.
Then look inside the CMD file for the changestate with that number. You'll see a few triggers. Copy and Paste what you got here and we can try to figure out what's what.
    

Re: can't find where to change move command

 July 02, 2023, 02:50:47 pm View in topic context
 Posted by Odb718  in can't find where to change move command (Started by mienshao200 June 23, 2023, 07:46:22 am
 Board: M.U.G.E.N Development Help

@mienshao200: The CMD is where all the moves are defined. It's where the ChangeStates are. When you need to track down a move, you can use Debug. Press CTRL+D.
You'll see some numbers in the bottom left. You can write the state number down and then use CTRL+F in Fighter Factory 3 to find that value in the CMD file.
If you're having trouble doing the move, you can look through the animations in FF3. Once you find that anim, search for it in the States/CNS. You'll have to scroll to the top of the move to find the state number.

Once you find the state number, track it down in the CNS and you'll see Command = "Whatever". Use Find again and search for "Whatever". Sometimes it's not a bad idea to change a 3 button move into 3 commands of 2 buttons each.
Instead of a+b+c, you'd be able to use
Code:
[Command]
name = "tatsunoko"
command = ~B, DB, D, DF, F, a+b
[Command]
name = "tatsunoko"
command = ~B, DB, D, DF, F, b+c
[Command]
name = "tatsunoko"
command = ~B, DB, D, DF, F, a+c

You may want to read this
https://mugenguild.com/forum/topics/mugen-101-things-you-need-know-169758.0.html
You can bookmark it and when you have a question on something, you can follow the link(s) in blue.
    

Re: Additional custom UI for character

 June 13, 2023, 04:52:59 am View in topic context
 Posted by Odb718  in Additional custom UI for character (Started by MrSaturn100 June 11, 2023, 12:03:17 pm
 Board: M.U.G.E.N Development Help

So no matter where/when you spawn a helper, a second "character" on your team pops out. So P1 is in state 5900. Then you spawn a 2nd YOU into 5900. That 2nd 5900 runs. Which is exactly the same so it runs the helper code a 2nd time, creating a 3rd character... in "move" 5900.

;------------------------------------------------
;Type Chart
; Initialize (at the start of the round)
[Statedef 5900]
type = S
anim = 98

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 5900, Helper]
type = Helper
triggerall = numhelper(15900) = 0
trigger1 = !RoundsExisted
helpertype = normal
name = "Type Chart"
id = 15900                  ;This could be 5900 with no real issue
postype = left
pos = 45,-95
stateno = 15900          ;this is the move your new helper spawns into
keyctrl = 0
ownpal = 0
supermovetime = 0
size.xscale = 0.2
size.yscale = 0.2

Then you need the state 15900

;---------------------------------------------------------------------------
; Crouching
;[Statedef 11]
[Statedef 15900]
type    = C
physics = N
anim = 15900  ;<<<<Use what ever anim you've made
sprpriority = 0

[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11

;figure this out if you ever want the helper to stop working.
;[State 15900, DestroySelf]
;type = DestroySelf
;triggerall= IsHelper
;trigger1 =
;ignorehitpause = 1
;persistent =

You can see I just copy pasta'd the normal crouching state. Delete the changeanim and add your explods. Decide if you need the destroy self or not but make sure you replace/edit the helper in 5900.
    

Re: Additional custom UI for character

 June 12, 2023, 03:50:09 pm View in topic context
 Posted by Odb718  in Additional custom UI for character (Started by MrSaturn100 June 11, 2023, 12:03:17 pm
 Board: M.U.G.E.N Development Help

Sounds like you're off to a good start actually. These are the normal hurdles everyone hits.
Remember if you spawn a helper, USUALLY, you only want 1 to spawn.
 TriggerAll = !NumHelper(5900)
should do the trick. One probably spawns but it's good practice just in case. From what I'm reading the game doesn't seem like it's changing the char into the helper and back into the char. I think the helper is being spawned 1 tic ahead of the char. You can, and should, have the helper being a blank animation eventually.
But this is your main problem
stateno = 5900
The helper needs to be it's own state. Make up a number, make sure it's not being used. Then, personally, I'd probably copy State 0, or a super basic state and paste it, and renumber it to your helper's number and change it's animation. Remember to change numhelper(5900) and stateno = 5900 to the new number. Right now you're in a loop. 5900 is spawning 5900 which spawns 5900 which spawns 5900....

Also, I think you're probably going to want to set up some explodes or other helpers for the moves. I think a good Idea would be to clear out that white inside the icons, or make JUST the white. Then the helper's animation would have a darkened color/no color. When you can do the move the White color is active.

It's been a while since someone's set up a helper like this. I believe you'll be running into a 1 tic problem. Where, once you get your helper locked to the side of the screen, if a char moves in a certain way the helper will move a bit. But once you make your new state you're going to want to use PosSet https://mugenguild.com/forum/topics/posset-sctrl-170185.0.html

Use Ctrl+D to cycle through all the characters and helpers on screen. This will let you know if you're spawning more than 1 helper for each side. Unless you have some other hidden stuff, there should only be 4 things to cycle through.
    

Re: Additional custom UI for character

 June 11, 2023, 12:52:26 pm View in topic context
 Posted by Odb718  in Additional custom UI for character (Started by MrSaturn100 June 11, 2023, 12:03:17 pm
 Board: M.U.G.E.N Development Help

You'll need to learn how to make a helper. They're not hard at all. They work just like any other state you'd put your character into. But imagine what it'd take to make P1 stay in the top left corner. Then what it'd take to make it display all the icons.
You'll want to read this, https://mugenguild.com/forum/topics/helper-sctrl-1-0-1-1b-169754.0.html
If you're completely new to this stuff, https://mugenguild.com/forum/topics/mugen-101-things-you-need-know-169758.0.html

But it seems like you're halfway there. One trick you could do to eliminate a bunch of variables is to use the sprites you make as the on/off value. If the image/animation is say, 10201, you can do the dragon type move. If the animation is 10251, you cant. So when the state activates for doing the dragon type, the helper will be able to check that and change the animation for 10201 to 10251. Anim 10251 will have it's animation and once it's done, it can switch back to anim 10201. And since it'll be 10201 again, that means you can do the move again.

Learn how to put the helper on screen inside of state 5900.
Once the first icon is on the screen in the correct position for P1, move to making a 2nd animation inside of your helper state show up. Then place P2's helper in it's correct position.

Once you get those 3 things worked out, you'll be ready to add a ton of other stuff you'll need inside the cmd and cns.