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Odb718

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Messages by Odb718

    

Re: Cant send a personal message

 November 11, 2014, 05:14:32 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

No SlenderMan, it's Curious1. I dont think he fits any of the problems. Except contributor. I'm not looking at his profile right now.

It kept saying the message I was trying to send couldnt be sent because the quote didnt belong to me?? I wasnt quoting anything. It was just a basic message.
    

MOVED: Ryu718 : Custom XMvsSF from GGN's Ryu

 November 10, 2014, 07:46:41 am View in topic context
 Posted by Odb718  in MOVED: Ryu718 : Custom XMvsSF from GGN's Ryu (Started by Odb718 November 10, 2014, 07:46:41 am
 Board: Edits & Add-ons

This topic has been moved to Edits & Addons 1.0+.

[iurl]http://mugenguild.com/forum/topics/ryu718-custom-xmvssf-ggns-ryu-132101.0[/iurl].html
    

Cant send a personal message

 November 10, 2014, 07:29:00 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

So Ive had a discussion with a forum member.
Today I try to send a message to this person and it will not send.
I've tried a number of different ways. Anyone know what could be the problem?
    

Re: Custom XMvsSF style Ryu edited from GGN's Ryu

 November 10, 2014, 07:16:36 am View in topic context
 Posted by Odb718  in Ryu718 : Custom XMvsSF from GGN's Ryu (Started by Odb718 July 25, 2011, 04:07:02 am
 Board: Edits & Addons 1.0+

Back from the dead.... I was made aware the download link no longer worked
I've updated the Ryu718 in the top thread a couple times but havent posted in a long while on him.
Download Ryu at SendSpace or Host-A Current as of Nov. 10th 2014
Both should be working right now. Mega sucks.

Over the last three years I've made Ryu718 better and better. He's very unique having the Tiger Knee and Upward Fireball. Well worth checking out. He's fast but not as fast as Shin Gouki.
I've updated how he looks. I'm very happy with the changes to his Ultra Fireball.

Im not sure if he's 100% bug free. I havent seen any when playing against my friends/ai.
    

Re: [?] Ignore opponent's 'NotHitBy'

 November 09, 2014, 10:41:04 am View in topic context
 Posted by Odb718  in [?] Ignore opponent's 'NotHitBy' (Started by ZzEzZ November 07, 2014, 05:18:24 pm
 Board: M.U.G.E.N Development Help

What he's saying is that a NHB can be activated anywhere. State detection is not foolproof.
  I thought it was about the recovery and not actually looking for the NHB. You answered the NHB question. I thought we were talking about the work-around.
My statement wasn't saying how to detect the NHB, I was meaning that he'll end up supposing P2 is NHB = SCA and that monitoring just that state would work just as well. I could have explained my reasoning better.

If the character doesnt activate the NHB in the recovery, P1 would be "scared" of him for no reason. I dont see that as a major flaw of AI.
    

Re: Problems with duplicate palettes

 November 09, 2014, 10:30:49 am View in topic context
 Posted by Odb718  in Problems with duplicate palettes (Started by Protoman1997 November 09, 2014, 10:23:47 am
 Board: M.U.G.E.N Development Help

move the image.
use Fighter Factory 3, click to make sprites active. At the top, under View, click organizer until it shows up on the right.
click on the image with the bad pallet. It's probably up front and probably a duplicate of your main pallet.
Drop the image down a few numbers.
Save.
Find the "bad" image in sprites and click advanced palette editor (ctrl+p)
Open it and the palette should be active.
Click Save as group/index. the 3rd icon at the top left.
Pick a crazy number you like that isnt used.
Save it.
exit advanced palette editor
under sprites at the top click save as, choose 1.0 or 1.1

Close the project down and reopen it.
The changes should be there. If not, I have another way...

    

Re: [?] Ignore opponent's 'NotHitBy'

 November 09, 2014, 08:50:06 am View in topic context
 Posted by Odb718  in [?] Ignore opponent's 'NotHitBy' (Started by ZzEzZ November 07, 2014, 05:18:24 pm
 Board: M.U.G.E.N Development Help

The recover state with the nothitby wouldnt be state 0. You could have P1 look to see if P2 has entered that specific state and activate a timer of sorts. Say 10 tics?
    

Problems with ScreenBound

 November 09, 2014, 08:25:38 am 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

It seems like

[state 3767, SB]
type = screenbound
trigger1 = time >= 0
value = 1
persistent = 1
movecamera = 0,0

wont lock the screen into position. I send both P1 and P2 up and off the screen, reset both positions to under the screen, sending them both up into frame.
P1 is locked near the bottom of the screen when it comes back in, and P2 continues up.
It follows P2. P1's Y Position on the screen is moved lower on the display. Not only that but P1 does a fake attack which snaps P2 into position using targetbind. The screen SNAPS down to view this happen.

What do I have wrong with my screenbound???

     Posted: November 11, 2014, 08:08:41 am
I'm becoming extremely frustrated with this problem. I've made a small video of what I've got.
I'm reworking Ibuki's SFIV Ultra combo I made. Tightening it up, making it look better, and work better for 2v2.



In the video you see I use different values... I'm trying to find SOMETHING that works...

I would think THIS

[state 3767, SB]
type = screenbound
trigger1 = 1
value = 0
persistent = 1
movecamera = 1,0
ignorehitpause = 1

Would be what I want by reading THIS 
State Controller: ScreenBound
Specifies whether or not the player's movement should be constrained to the screen or not. Also determines whether the camera should move to follow the player or not. The results of this controller are valid for 1 tick.

Required parameters:     none
Optional parameters:
    value = bound_flag (boolean)
        If bound_flag is 0, the player will be allowed to move off the screen. If 1, the player is constraing to the screen. Defaults to 0 if omitted.
    movecamera = move_x_flag, move_y_flag (boolean, boolean)
        If 1, specifies that camera should pan to follow the player in the x direction and in the y direction, respectively. Defaults to 0 in both instances if omitted.


As you can see in the video the screen does what it wants. Is there some other type of controller that would make screenbound not work properly? I'm pretty sure I've tried every combination of values for the screenbound. 


    

Re: [?] Ignore opponent's 'NotHitBy'

 November 09, 2014, 06:30:52 am View in topic context
 Posted by Odb718  in [?] Ignore opponent's 'NotHitBy' (Started by ZzEzZ November 07, 2014, 05:18:24 pm
 Board: M.U.G.E.N Development Help

Probably just look for the P2's stateno.
    

Re: Coding Chain Combos

 November 09, 2014, 06:13:46 am View in topic context
 Posted by Odb718  in Coding Chain Combos (Started by First Lt. Ding November 06, 2014, 10:43:19 pm
 Board: M.U.G.E.N Development Help

Dont forget to solve your topics. I spent a few minutes reading to catch up to the end of the post. (Im at work)
    

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

 November 08, 2014, 04:46:58 am 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

Holy heck that was fast! Thanks man!
    

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

 November 08, 2014, 04:41:13 am 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

Does this stage exist for Mugen 1.0 or lower?
    

Re: The Shadow updated

 November 07, 2014, 07:04:28 am View in topic context
 Posted by Odb718  in The Shadow updated (Started by D, The Red Cloak November 07, 2014, 06:36:04 am
 Board: Your Releases, older Mugen

This looks insane; Just the way I like my mugen!
    

Re: how to make mugen 1.0 stages zoom compatible for mugen 1.1

 November 07, 2014, 04:39:49 am View in topic context
 Posted by Odb718  in how to make mugen 1.0 stages zoom compatible for mugen 1.1 (Started by Predictabo November 04, 2014, 04:32:55 am
 Board: M.U.G.E.N Development Help

So as you can tell, most of us are staying away from this topic.
I've only made 1, 1.0 stage and I used a preexisting stage as a base. I dont have a really good grasp on stages.
But the short answer would be, There's no 1 way to do it.
I mean I'm pretty sure you could just ADD ZOOM
More than likely it's going to cause a lot of problems for the stage.

ELECTR0 is pretty good at making stages and has a couple videos for making 720p stages.
You should probably use that as a guide to get going once adding zoom breaks the stage(s).
If you add the one or two required lines to add the zoom, you're lucky

This is the first of his tutorial vids.

He puts out some good mugen videos so it's worth it to subscribe if you have a youtube account.
    

Re: Counter Hit Detection Detecting After Throw Issue

 November 06, 2014, 08:44:04 am View in topic context
 Posted by Odb718  in Counter Hit Detection Detecting After Throw Issue (Started by Daniel9999999 November 06, 2014, 02:50:11 am
 Board: M.U.G.E.N Development Help

Could you add a
[State 0, HitAdd]
type = HitAdd
trigger1 = time = 0
value = 1

To state 810? Maybe that would activate it?
You might need to change the time = 0 to animelem = 1 or something IN the move to make it work too.
    

Re: Need help making my first mugen character?

 November 04, 2014, 08:49:14 am View in topic context
 Posted by Odb718  in Need help making my first mugen character? (Started by KRAKELINGCATcarnage November 03, 2014, 07:01:53 pm
 Board: M.U.G.E.N Development Help

    

Re: Ermac718 - 6 Button Ermac with custom gameplay

 November 03, 2014, 08:55:19 am View in topic context
 Posted by Odb718  in Ermac718 - 6 Button Ermac with custom gameplay  (Started by Odb718 August 20, 2014, 01:01:31 pm
 Board: Edits & Addons 1.0+

Saikoro, Thanks for the compliments. I took One Man Aumio's comment as a compliment also. I figure he's glad that work is still going on. I guess some could take it as the character NEEDS more work.

I've got a good looking Air Push Block animated and working. I figure I can also alter those sprites into the crouching animation.

I'm kind of drawing a blank on how to make the corner/trip escape work. I've made a test animation with a few new sprites. He rolls backwards into a ball; Where he'd disappear. So far idk if I like it.
    

Re: Geros Mami Tomoe Calling Madoka

 November 01, 2014, 01:23:50 pm View in topic context
 Posted by Odb718  in Geros Mami Tomoe Calling Madoka (Started by MadokaEtoile September 07, 2014, 04:37:49 am
 Board: M.U.G.E.N Development Help

There can be more than 1 call to activate the same stateno. This looks like it's for an "AI" control. I'll try to explain each thing.

Quote
[State -1,まどか召喚]
type = ChangeState
triggerall = var(59) <= 0      <<<This VARiable is 59. Most people use var(59) to control AI.
triggerall = command = "holdback_z"     <<<This makes sure you have to hold back to do the move
triggerall = statetype != A   <<<This makes sure you're not in the Air. So standing and crouching both work
triggerall = var(29) = 0        <<<This makes it only work when VARiable 29 is nothing
triggerall = var(40) = 0        <<<This makes it only work when VARiable 40 is nothing
trigger1 = var(51) > 150      <<<This makes it only work when VARiable 51 is bigger than 150. It's probably a timer.
trigger1 = ctrl                      <<<This makes sure P1 has control of it's body
value = 2900                       <<<This is what StateNo it's going to switch to


Look for the value 2900 again. There's no Command = "somebuttonpressname" so I dont think the player is supposed to activate this stateno with this changestate. "somebuttonpressname" is something I just made up.

    

Re: Geros Mami Tomoe Calling Madoka

 November 01, 2014, 12:49:14 pm View in topic context
 Posted by Odb718  in Geros Mami Tomoe Calling Madoka (Started by MadokaEtoile September 07, 2014, 04:37:49 am
 Board: M.U.G.E.N Development Help

open the character.
Find the character's folder. Open the DEF file. Then in FF3 at the top you'll see an icon that looks like a sheet of paper with two blue boxes. That's for CNS; The Arcade Stick icon is for CMD.

Please, try to figure a lot of this stuff out by yourself. Mess around in the program to see what stuff does. Often, just like the stars on the forum, if you place your mouse over something it'll say what it does. This trick works in FF3 too.

One tip, use CTRL+F to bring up the "Find" box in FF3. you can type in the box and press find and it'll track down what you need.
So say you want to find statedef 200. Type in 200] and press enter. It'll bring you to every spot 200] is listed. So you might find states 2200, 1200, and 3200, but it'll finally find 200 for you.
    

Make a helper only hit projectiles and other helpers?

 November 01, 2014, 12:43:29 pm View in topic context
 Posted by Odb718  in Make a helper only hit projectiles and other helpers? (Started by Odb718 November 01, 2014, 12:43:29 pm
 Board: M.U.G.E.N Development Help

So I'm pretty sure I can figure out a way to do this.
But, is there a standard way of making a "fireball" only hit other "fireballs"?

I figure I'll have to set up a hitby, nothitby, adjust the hitdef, and possibly a reversaldef.

What I'm going for is a move that can punch through a 1hit fireball and still hit P2. If only P2's projectile/helper is hit, I dont want P1 to get hit.


----

So this is what I have that seems to work properly.

Spoiler, click to toggle visibilty

The only problem I can see is, When there's a super close battle, and there's that split second where P1 can get hit, Somehow P2 gets a 2hit combo for hitting me.
Obviously it's because P1 gets hit, and the helper gets hit.
I may have to test against other characters to see if this 2hit combo problem happens. I think maybe the other character has weird code.

Anyone see any problems?