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Odb718

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Messages by Odb718

    

Re: Scaleing UP helper hitsparks for hi res char

 November 28, 2014, 11:56:12 am View in topic context
 Posted by Odb718  in Scaleing UP helper hitsparks for hi res char (Started by Memo November 28, 2014, 08:57:16 am
 Board: M.U.G.E.N Development Help

Do you have
proj.doscale = 0
or
proj.doscale = 1
under
[Size]
?
    

Re: Castle Crashers (Blue Knight) Sprite Project

 November 26, 2014, 09:15:02 am View in topic context
 Posted by Odb718  in Castle Crashers (Blue Knight) Sprite Project (Started by RandomLake November 23, 2014, 07:36:52 am
 Board: Sprite Projects

I think you should drop the sword asap. This way you can make additional swords and combine the images later.
I think the variety of the swords in the game, and the little animal power ups could be a very cool thing.

Making the jump from Blue to Green to Red would be easy in code too. You'd just need the additional effects.

I'd LOVE to see the Deer as an Ultra!
Me and all of my friends will be watching this project

I found this. Maybe it'll give you some ideas.
    

Re: Paul + Heihachi Upgrade, Yoshimitsu Beta

 November 26, 2014, 09:06:47 am View in topic context
 Posted by Odb718  in Paul + Heihachi Upgrade, Yoshimitsu Beta (Started by chuchoryu November 23, 2014, 09:30:49 pm
 Board: Your Releases, older Mugen

I'd like to try these characters out, but I dont want to sign up for any website.
Anyway you could use sendspace or mega or another site?
    

Re: Creating small portraits?

 November 26, 2014, 03:11:25 am View in topic context
 Posted by Odb718  in Creating small portraits? (Started by Thagr8test November 25, 2014, 02:41:49 am
 Board: M.U.G.E.N Development Help

    

Re: Does this thing exist?/who is the author?/etc. thread.

 November 19, 2014, 02:56:57 pm View in topic context
 Posted by Odb718  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Been searching for a little while. Google isnt really producing for me.

Is there a color separated Sagat? I've found a thinner version of him, but I'd like the wider one. IE, Sagat_MX, Sagat_MVC, cvssagat. Has anyone separated that version yet?
    

Re: Players with no auto turn idea in Bonus Games, but.....

 November 19, 2014, 10:56:19 am View in topic context
 Posted by Odb718  in Players with no auto turn idea in Bonus Games, but..... (Started by Sheng Long November 18, 2014, 09:49:36 am
 Board: M.U.G.E.N Development Help

Well, for now I'd suggest making a sprite as a place holder. This way you can see it. I'd suggest some type of X sprite or an arrow pointing to it's position. This way you can see it working or not working and figure out when it's breaking.

The only thing I can kinda see is
trigger3 = PlayerID(Var(10)), Facing = 1
trigger3 = StateTime <= 0
Messing with
trigger1 = PlayerID(Var(10)), Command = "holdback"
trigger1 = PlayerID(Var(10)), AILevel <= 0
trigger1 = PlayerID(Var(10)), Facing = -1
    

Re: How to turn a counter hyper into a regular hyper?

 November 19, 2014, 10:48:55 am View in topic context
 Posted by Odb718  in How to turn a counter hyper into a regular hyper? (Started by metamutant November 18, 2014, 03:49:05 pm
 Board: M.U.G.E.N Development Help

Look in the CMD on how the input is done. It should be like a normal move. If you need to be blocking in order for it to work, take that out.
Then you're going to look for a reversaldef in the statedef it's sent to. It could be a hitoverride also.
But it's going to send you to a second state.
Just have the original input send you to the second state.

You could also use Debug to find out the second state's number. CTRL+D to bring it up in mugen, perform the move, and watch the bottom left's numbers change. Remember them and investigate.
    

Re: common1.cns

 November 18, 2014, 01:31:19 pm View in topic context
 Posted by Odb718  in common1.cns (Started by BC November 17, 2014, 05:57:03 pm
 Board: M.U.G.E.N Development Help

this works so it seems it's my variable that's the issue. But I want the explod to appear when the variable is 0 but it won't remove if I do that!??

It will remove it. But your code is instantly spawning it again. So YOU will never see it disappear but it did. for 1 tic, possibly 0 tics...

Also, not sure but
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,var(6)>0
id = 9000

ID = 9000 there and

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = root,var(6)=2
id = 5
 ID = 5 there.

Again,
 
[State 0, Explod]
type = Explod
trigger1 = numexplod(9000) = 0
anim = F9000
ID = 9000
pos = 54,23
postype = left
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 999
supermovetime = 999
scale = 0.5,0.5
sprpriority = 5
ontop = 1
ownpal = 1

What ever contains this ^^^ will instantly spawn helper 9000. Put

[State 0, Explod]
type = Explod
trigger1 = var(6)= 0
trigger1 = numexplod(9000) = 0
You only want it to show up if Var 6 is zero right? and you want it gone if var 6 is equal to 1 or more. So put that.
    

Re: Players with no auto turn idea in Bonus Games, but.....

 November 18, 2014, 10:42:25 am View in topic context
 Posted by Odb718  in Players with no auto turn idea in Bonus Games, but..... (Started by Sheng Long November 18, 2014, 09:49:36 am
 Board: M.U.G.E.N Development Help

What I get from your post is that you're making a helper be the enemy,near all the time and swapping sides so P1 turns to face it.

trigger1 = PlayerID(Var(10)), Command = "holdback"
Could be a problem. You dont HAVE to have "holdback" as a command. It says it, but it can be called anything.

Also, try using an attack state? It may make the enemy go into block, but I think you could also change the attack distance and the distance you put your helper from the enemy to sort that problem out.

Can you see the helper on screen using Ctrl+C?
    

Re: common1.cns

 November 18, 2014, 10:22:18 am View in topic context
 Posted by Odb718  in common1.cns (Started by BC November 17, 2014, 05:57:03 pm
 Board: M.U.G.E.N Development Help

The problem with your code is with your trigger for your Explod. As soon as it gets removed, the numexplod(9000)=0 trigger will make it respawn. This would be so quick it looked like nothing happened.
  BC Try adding
[State 0, Explod]
type = Explod
triggerall = animelem = 1
trigger1 = numexplod(9000) = 0
To get around the bug Алексей mentioned.

Also, one thing I'd suggest. Take the code out of common and put it into your characters. Once it works properly move it to common. This way you know it's the code or the file structure
    

Re: Valodim's Thread

 November 17, 2014, 02:07:48 pm View in topic context
 Posted by Odb718  in Valodim's Thread (Started by Titiln December 09, 2008, 06:39:29 am
 Board: Feedback

It worked for me that time. I usually do it the long-winded way and track down their user id number by going to their profile.
It'd be nice if there was like the PM CC box where you could start to type the name and get a list of users, then click the right one.

Thanks for the heads up about the :
Now I can call people into random topics. I was also wondering about people with "multiple names".
Like
@Mr. I: or @Chop22: Which one would work? Probably the Mr. I, but when I get PMs from him they show up as Chop22 until I read them. Then it switches to  Mr. I.
    

Re: Valodim's Thread

 November 17, 2014, 01:22:11 pm View in topic context
 Posted by Odb718  in Valodim's Thread (Started by Titiln December 09, 2008, 06:39:29 am
 Board: Feedback

    

Re: In-game Transformations into Other Characters

 November 17, 2014, 11:43:57 am View in topic context
 Posted by Odb718  in In-game Transformations into Other Characters (Started by SSJKJ October 26, 2014, 03:11:40 am
 Board: Development

In my Yun&Yang character, one doesnt transform into another, but it's the same idea.
I just used 20000+ added to all anim/states.
I made the back up player un-throwable, because throws all come down to a lot of things. Things your character cant control. head/mid positions, which sprite is being displayed, those have a major effect. Having a character battle against other random characters just wouldnt work.
But I'd imagine you could make a simple system based on how I do it. (not that my system is simple to begin with)
nothitby all throws, but add in some authors/character names that allow the throws in your character.
In their character you could add 20000 to the animation if P2's name is "yourcharacter" for all throws.
Then you could create the animations just tacking on 20000 to the numbers in the air file. Simple copy/replace/paste job.
In their character the animation would be blank, but your character it should fill in fine.
It'd be 3 steps and you could allow throws for an individual character.... in theory.... I may test it out with my Ibuki and Ryu and release them all if it works properly.

Obviously if you released the character like this it wouldnt work so well against people's unedited versions of the enemy. So if I do go ahead and someone hadnt updated, it'd look ugly, or blank, or just break entirely.

 
    

Re: Calculating X/Y distance, relative to P1's and P2's faces? Or close estimate?

 November 15, 2014, 12:46:06 pm View in topic context

One idea would be to make a type of vertical pushblock helper. It'd take up some resources I think..
But make a blank animation with just a flat blue bar. (FF3) Make a helper and use it as it's anim.
You could set it to move down until it made contact with P2. Then you'd use it's position and find the general "top" of P2.
One thing would be like Ryu's crouching uppercut. The top of the fist would become the top of the character, so P1 still might have the problems you're describing.

If a creator of a character mislabels moves, I dont know how you should be responsible to code around it.
you could always do something like

[State -2, adjustvar]
type=varset
triggerall=numenemy
trigger1=enemy,name="cvsvega"&&(enemy,authorname="Warusaki3"||enemy,authorname="Gargoyle")

and list people with problems.
    

Re: Problems with ScreenBound

 November 13, 2014, 10:33:15 pm View in topic context
 Posted by Odb718  in Problems with ScreenBound (Started by Odb718 November 09, 2014, 08:25:38 am
 Board: M.U.G.E.N Development Help

Seriously Jesuszilla?? I thought about doing this like 9 times and was thinking it should just work with P1...

What's worse is, I kept reworking the Pos Y to make what I have look good. I'll have to completely redo it 1 last time.
Kinda stinks you can use regular hit reactions with screenbound.

     Posted: November 15, 2014, 12:36:58 pm
Ok, adding the screenbound to P2 is working... kinda...
I try to get it to allow P1 to be followed horizontally and it doesnt change.
When I change it so P1 isnt allowed out of the frame, it stops P1 from going out of the frame. So I have no clue why
movecamera = 1,0
wont track Ibuki's Pos X.

I've switched P2's corresponding screenbound and still get no change.

Is there a way to list all of the combinations of screenbound????
Like say you use
movecamera = 1,0 for P1 and
movecamera = 1,1 for P2. What would actually happen?
What if you used
value = 0 for P1 and
value = 1 for P2?
Screenbound just seems like it doesnt work the way it's saying it should work.
    

Re: need mugen developer

 November 13, 2014, 07:01:27 am View in topic context
 Posted by Odb718  in need mugen developer  (Started by zangafa November 11, 2014, 08:33:20 pm
 Board: M.U.G.E.N Development Help

I can do the extra moves.
Regular KOF characters have been made. Often over and over.
You wont have to pay anyone for them. You just have to download them.

But if you want 1 or 2 characters with new moves, I'm pretty good at doing that. I've hand made sprites for my Ryu, Ibuki, and other characters.
    

Re: Games you wish had gotten sequels?

 November 13, 2014, 06:12:31 am View in topic context
 Posted by Odb718  in Games you wish had gotten sequels? (Started by DMK February 22, 2013, 12:30:02 pm
 Board: Gaming

Just jumping into this conversation. Hopefully by now someone has said

Mortal Kombat: Shaolin Monks

Wish they had sold the engine to Capcom when Midway fell.
    

Re: need mugen developer

 November 12, 2014, 09:28:43 pm View in topic context
 Posted by Odb718  in need mugen developer  (Started by zangafa November 11, 2014, 08:33:20 pm
 Board: M.U.G.E.N Development Help

What exactly are you trying to get accomplished zangafa?
    

Re: Change constant values of character in game?

 November 11, 2014, 08:11:43 am View in topic context
 Posted by Odb718  in Change constant values of character in game? (Started by Sheng Long November 10, 2014, 01:15:19 am
 Board: M.U.G.E.N Development Help

It'll matter when they're thrown and other states.
Samus' homing missiles use midpoint and head position to track P2 down.
    

Re: Cant send a personal message

 November 11, 2014, 05:29:30 am View in topic context
 Posted by Odb718  in Cant send a personal message (Started by Odb718 November 10, 2014, 07:29:00 am
 Board: Feedback

lol ok.
Sorry about the needless PM Xan.