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Odb718

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Messages by Odb718

    

Re: How do you Faultless Defense correctly?

 December 10, 2023, 06:51:49 am View in topic context
 Posted by Odb718  in How do you Faultless Defense correctly? (Started by JasonThePhoenix November 01, 2023, 05:08:21 am
 Board: M.U.G.E.N Development Help

Altering blockstun
altering chip damage
altering pushback on block
reducing an onscreen meter's fullness when Barrier Blocking is used
making a character take more hitstun and blockstun if that Barrier Meter is empty
refilling when empty
Block stun I'm not 100% sure of for random vs. A full game it's doable for sure.
Chip damage yes
pushback on block, probably in random. full game is doable.
reduce meter yes
more hitstun blockstun if empty, more than likely/yes. full game is doable.
refilling when empty yes

The altering Block stun off the top of my head, I dont think there's a way to know exactly how many tics of the game any random attack is going to stun you for. P2 can send that info to P1 I believe. I've never made a system like this, but I'm pretty sure there's a tried and true method for a full game.

Chip Damage may already be coded for you in Tricks and Tips or Code Library. I would think to make maybe 2 variables to record health. Then compare those values during the hit stun. Then give P1 10% of that value back or whatever value you want.

Pushback on block you can probably accomplish pretty easy. You have to multiply the
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
In the guard states. I think State 151 - 153? I believe those will be the states. But yeah you can control the velocities
stand.friction=.85
crouch.friction=.85   ;Friction coefficient when crouching
in     [Movement]  at the top of your char. You _may_ be able to adjust that value in the middle of the matches. Then you'd be able to use your variable to make life easy.

Getting the on screen HUD to update has been done plenty of times. But it'll help out if you plan your variable's value ahead of time.

Making the character take more time in hitstun seems like it'll go in the 151 - 153 states. You can just delay the changestate with the value of your variable.

Spoiler: Random State 151 (click to see content)
So in this State 151 you can see the ctrlset and the changestate both have different triggers. If you decide to make your variable work for both of those triggers ahead of time, you can make things easier. You can't just use hitover + var(x). So you'll need a way to have a variable, or something, keep track of when hitover happens and then count down. 
One method that pops up into my head is to create a clear, see-thru, blank, animation. It'll have a couple of frames. Frame one will have a -1 for the time. This makes mugen not switch to frame two. But you can make it switch to frame 2 if the animation is over. Frame 2 can be any time you want. BUT if you want the delay to be a different value, you can set multiple frames at time = 1. So say you have 16 frames. frame 1 is -1 and then you'd have 15 tics. You could changeanim to frame 14 if you wanted 3 tics of delay or frame 2 if you wanted 15 tics of delay. Then once hitover AND the animation is over, That's your changestate.

Also I think HitVelSet doesn't work any longer.

Your idea of having the variable change is good. But you can always pick different numbers. You can use negative numbers also. So you could have the value only get VarAdd if the variable is less than 0.
You could use it at 3 spots, above 0, 0, and below 0. You could use it at above 1, 1, and below 1. The "center" value and the least and highest values wont matter to mugen. So pick 3 set of numbers you can adjust the other code with easier. If you know you'll always only need 4 tics of extra hitstun, Make frame 2 four tics long and check whatever value. If the hitstun needs to be a range, you could set up the variable to make the math easier for you. Having the variable work on 3 spots be on opposite sides of 1 particular number will make life easier for you. Above, At, Below. On, Waiting, Off. Active, Waiting, Refilling. However you want to think of it.

Look up how to get the bar on the screen if you haven't already. I think the method I know moves at times so dont listen to me on how to do it. :P
Once you get the bar on the screen, get it working in all 3 "positions" the way you expect it. Even if it's only based on a timer.
If you need help with the StateDef -2 stuff for it, just ask.
    

Re: How do you Faultless Defense correctly?

 December 03, 2023, 07:07:54 pm View in topic context
 Posted by Odb718  in How do you Faultless Defense correctly? (Started by JasonThePhoenix November 01, 2023, 05:08:21 am
 Board: M.U.G.E.N Development Help

It's built up; Step by step. Right now you have a good base to expand on.
Each extra attribute you want to add has to go where it's needed.
One tiny thing I thought up about the extra push back was Width.Follow that link to learn about how it works if you're unfamiliar. But basically, you could just increase your Width to push the character back just a tiny bit extra if the Variable is active.

Basically you need to write out a check list of all the attributes this system is going to need. You already have some of it made, so you'll be able to check those off. Then you can ask specific questions about each point.
The "How's it made" question isn't 1 answer. There's almost always 3 ways to do something in Mugen/Ikemen. And once you have a system that has 4 or 5 parts that means there's 12 to 15 different answers.

As to what you and SteelHammers have been talking about, it's usually a good idea to go to a 2nd state instead of looping right back into the same state. Looping right back into the same function(s) crashes a lot of programs in general. One thing to note, if you're playing Anim 1100 in state 1101 and make it enter state 1102. If you don't change the anim, anim 1100 will continue to play without skipping a beat. So the players will never notice anything changing. The 2nd state is also useful for setting stuff up. Like you know all the triggers for the changestate fired off to get there, so setting a var can be done at time = 0. That way there's NO WAY that var can be set in State 1101.

But back to the multiple answers thing. Since I'm imagining you're going to have the barrier be an explod on screen, you could make it a helper. Then the helper can use player push instead of P1 using Width. AND that means instead of using a variable to track certain things you could use the NumHelper to track it.

Right now, I'm not exactly sure what steps you've done and what step(s) you're trying to work on. Building an "invisible" step might come before a visible step is possible. Like you'd have to make step 6 first so that 3, 4, and 5 have the foundation to make 7 work with them.

Make a bullet point style list of all the steps for this, and under each bullet describe how you did it (if you have). We can give you the ideas and direction you need to keep going
    

Re: problem in infinite sakura lvl 3 haruranman!

 November 20, 2023, 07:11:32 am View in topic context
 Posted by Odb718  in problem in infinite sakura lvl 3 haruranman! (Started by Keymon2324 November 05, 2023, 12:00:09 pm
 Board: M.U.G.E.N Development Help

Post your state 2064. The video at the top stutters but I get the point of it.
    

Re: How do you Faultless Defense correctly?

 November 11, 2023, 07:34:12 am View in topic context
 Posted by Odb718  in How do you Faultless Defense correctly? (Started by JasonThePhoenix November 01, 2023, 05:08:21 am
 Board: M.U.G.E.N Development Help

It seems like you have a changestate looping back into the state it's in?? Im not exactly sure how this is supposed to work.
Looking back over some of the code,
trigger1 = (ctrl)&&(power>0)   ;<<< This 0 needs to be a 5. 
I think you use this in a couple spots. The move takes away 5 power, so P1 needs to have 5 or more.

Your changestate 130 seems like it'll never fire off. If P1 gains ctrl it'll switch to state 0 first. Which might be the stuttering you're getting.

"How do I fix the bug where the player is able to immediately exit Barrier state to punish anything he blocked without taking chip damage?"
Im not sure what part of this is a bug? Isn't this what you're aiming for?

You're also checking for
(command="holdYZ")
But I see
[Command]
name = "yz"
    

Re: problem in infinite sakura lvl 3 haruranman!

 November 11, 2023, 01:52:55 am View in topic context
 Posted by Odb718  in problem in infinite sakura lvl 3 haruranman! (Started by Keymon2324 November 05, 2023, 12:00:09 pm
 Board: M.U.G.E.N Development Help

p2stateno=4058
p2stateno=4059
p2stateno=4070
are the states you need to edit.
Did you use debug? You might be getting a flood of text in the top left that will help figure out what's going wrong.
    

Re: palette issueq

 November 11, 2023, 01:49:43 am View in topic context
 Posted by Odb718  in palette issueq (Started by eishiba November 10, 2023, 02:57:01 am
 Board: M.U.G.E.N Development Help

I'm not sure what part of what part of the process you mean. But if you follow the link you should be fine.
More than likely his sprites already have a palette made in photoshop or somewhere else. He might have extracted them from another character.

Were you trying to make the 2nd palette or the 1st one?
    

Re: project just won't save

 November 10, 2023, 05:01:12 am View in topic context
 Posted by Odb718  in project just won't save (Started by jamestheepic November 02, 2023, 07:19:07 am
 Board: M.U.G.E.N Development Help

yes and no.
Palettes are a tricky one. SFF files too. But if your character's Def is set up, FF3 is usually pretty decent.
Something's going wrong for you obviously.
Copy and Paste your character's files into a new folder. Use NotePad or WordPad to edit the Def file. Edit the file names in the def and rename them to match it.
Then use FF3 to open that "new" character.
Once you see FF3 is editing things fine, you can do these same steps back into your original folder. DONT have any of the old files in there, and dont name the files exactly the same.

Also, if you're using winmugen stuff with 1.0 stuff, things get wonky after trying to "upgrade" things. Hence the copypastarenaming stuff
    

Re: problem in infinite sakura lvl 3 haruranman!

 November 10, 2023, 04:53:43 am View in topic context
 Posted by Odb718  in problem in infinite sakura lvl 3 haruranman! (Started by Keymon2324 November 05, 2023, 12:00:09 pm
 Board: M.U.G.E.N Development Help

I can't seem to see a hitdef in there.
Post 3300.
Also, use Debug and see what state they're in. You probably just need to add a velset with a timer, or a selfstate with a timer inside the statedef they're stuck in.
A good rule is ALL custom hit states should have a selfstate with a time >= trigger. This way it can fix any bug after 10 seconds or however long.
    

Re: palette issueq

 November 10, 2023, 04:39:39 am View in topic context
 Posted by Odb718  in palette issueq (Started by eishiba November 10, 2023, 02:57:01 am
 Board: M.U.G.E.N Development Help

This should help get you moving.
https://mugenguild.com/forum/topics/use-fighter-factory-3-make-palette-fast-177794.0.html

There are also links at the bottom that explain palettes a little differently also.

If you're only trying to make a 2nd palette, I can explain that here.

Open your character in Fighter Factory 3. Scroll to an image with all the colors you want to change.
In Fighter Factory 3, at the top, click Palettes. Then Advanced Palette Editor. Ctrl+P is the quick key to bring it up.

Spoiler: You'll mainly be working with these 3 buttons. (click to see content)
Use the eye dropper (Black and Yellow Arrow) to select the colors you want to change. You will probably want to change parts 1 at a time. As you select part of the body you'll see the corresponding box get selected. You can also click the box manually. If a color gets selected you dont want to affect, you can hold Alt on the keyboard and left click the box.

You can use the hue slider, and the other slider bars to adjust the colors. You can also use the color box to the right to send colors over to, to switch back to a palette you want to over write them with.

Once you get the palette the way you want it, you can save the palette as an external file using the 2nd button. (Green and Black)
You can also save the current palette to a new Index using the 3rd button. (Red and Black) This button/method is used for Mugen 1.0+. You'll need to know your main palette's index. It's usually 0,0 or 1,0. Name the new palette something like 0,1 or 1,1 and Mugen _MAY_ automatically use that palette for P2.
All the new palettes you make should be in an order like 1,1  1,2  1,3 and so on.

Are you using WinMugen or 1.0 or 1.1?

You can also double click each box and manually set the color of the palette. It's tougher to make a good looking palette that way. If your, say, clothing colors are all in a row from bright to dark. (or dark to bright) you can use the gradient to set the first and last color and how ever many boxes are selected will be colored automatically.

Fool around with it. But the first save button is for winmugen and the 2nd save button is for 1.0+

    

Re: How do you Faultless Defense correctly?

 November 10, 2023, 04:22:40 am View in topic context
 Posted by Odb718  in How do you Faultless Defense correctly? (Started by JasonThePhoenix November 01, 2023, 05:08:21 am
 Board: M.U.G.E.N Development Help

Once this is working correctly, how do I limit its use to an onscreen Barrier Meter like in Blazblue?
triggerall = power >= 3000
or
triggerall = var(718) >= 3000  ;change the var number
Put one of those in your CMD for the move(s) you want to affect. The var should be what the on screen bar uses. And you can adjust the 3000 to what ever level you want.
    

Re: Modify an char of MK to my wood that I want and unique.

 October 29, 2023, 05:38:15 am View in topic context
 Posted by Odb718  in Modify an char of MK to my wood that I want and unique. (Started by DosKillerFighterTrue October 26, 2023, 02:43:15 am
 Board: M.U.G.E.N Development Help

The way you're using AnimElemTime is good. Good job man.
If you have any questions feel free to ask. One tip on translating to and from in google: Use periods a lot. Try to make your sentences smaller; more concise. Google seems to do better. Then I always convert and convert until the meaning of words don't change.

Also, if you don't know what certain things do, you can use Mugen Class to look them up
https://mugenguild.com/forum/topics/the-mugen-docs-master-thread-168949.0.html
    

Re: Palette/Sff Issue

 October 19, 2023, 01:36:14 am View in topic context
 Posted by Odb718  in Palette/Sff Issue (Started by Charles_2011 September 26, 2023, 08:35:48 pm
 Board: M.U.G.E.N Configuration Help

Try DirectX ?
    

Re: whats force for fighter factory 3

 October 18, 2023, 08:04:53 am View in topic context
 Posted by Odb718  in whats force for fighter factory 3 (Started by jamestheepic October 12, 2023, 08:10:06 am
 Board: M.U.G.E.N Development Help

In the Add Sprites pop up box,
under the Palette section,
the drop down box has Image's Palette, Force, and Exchange.
    

Re: can i make Palettes From this sprites? is anyone help?

 October 18, 2023, 08:01:08 am View in topic context
 Posted by Odb718  in can i make Palettes From this sprites? is anyone help? (Started by plangler October 13, 2023, 11:10:38 am
 Board: M.U.G.E.N Development Help

    

Re: My fighter factory classic and 3 is broken and i need some help here!

 October 12, 2023, 03:16:19 am View in topic context
 Posted by Odb718  in My fighter factory classic and 3 is broken and i need some help here! (Started by jamestheepic October 09, 2023, 06:48:18 am
 Board: M.U.G.E.N Development Help

So an Emulator is something that pretends to be something else. Like when you run NES games on your PC, or Switch.
Mugen IS Mugen. So it's not emulated. Same thing with Fighter Factory.
I don't know what you mean by the emulator so just use it's proper noun form.
How and when are you trying to run the "emulator"? Is it with just one character??
    

Re: Palette/Sff Issue

 October 09, 2023, 10:42:22 am View in topic context
 Posted by Odb718  in Palette/Sff Issue (Started by Charles_2011 September 26, 2023, 08:35:48 pm
 Board: M.U.G.E.N Configuration Help

Have you looked through the cvsdecapre.sff?
You might have to save it as a new file. Sometimes things can go wonky inside the sff, but it could be a 1.1 sff in 1.0 or something like that.
    

Re: My mugen keeps crashing when my character is jumping,how do i fix it?

 October 09, 2023, 10:38:02 am View in topic context
 Posted by Odb718  in My mugen keeps crashing when my character is jumping,how do i fix it? (Started by Ztenzo October 08, 2023, 09:52:32 am
 Board: M.U.G.E.N Configuration Help

Check your States 45 and 50. Look in common1.cns if your main cns doesn't have state 45.
You might be able to copy another char's state 45 to make things easier. But if your char NEEDS something in your state, copy and paste it here.
    

Re: My fighter factory classic and 3 is broken and i need some help here!

 October 09, 2023, 07:24:23 am View in topic context
 Posted by Odb718  in My fighter factory classic and 3 is broken and i need some help here! (Started by jamestheepic October 09, 2023, 06:48:18 am
 Board: M.U.G.E.N Development Help

So the color index is a real thing. If you're inserting a sprite, but you think it should be indexed already you should use Force or another option with the palette number you think that matches.
But if you havent inserted the sprite before, just save and reopen the character. You may need to manually save the SFF as a new name.

Problem 2 may be from not setting the move to attack? You can also set the HitDef to fire off too late. like if the attack happens on sprite 3 but the hitdef starts at 5, it's over.
    

Re: what is this?

 October 08, 2023, 10:30:03 am View in topic context
 Posted by Odb718  in what is this? (Started by jamestheepic October 08, 2023, 09:52:48 am
 Board: M.U.G.E.N Configuration Help

upload your picture to imgur.com
Then post the url here. You can also use the image+ icon and put the url inside that to have the image display in the reply
    

Re: Capcom vs SNK - W2D - W.I.P.

 September 28, 2023, 08:19:32 am View in topic context
 Posted by Odb718  in Capcom vs SNK - W2D - W.I.P. (Started by Charles_2011 March 31, 2023, 03:19:49 am
 Board: Projects

"Full live" or "Full life", what about the first rule? I´ll be grateful.
New Rules:
First to 3 Rounds Wins
Life Refills Each Round

^^^ Winner's Life Refills, Winner's Life Refills Each Round. It's all the same.