YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

***
Odb718 is Offline
Contact Odb718:

Odb718

Contributor

Messages by Odb718

    

Re: Allow a projectile to hit after a throw??

 June 26, 2011, 08:21:59 am View in topic context
 Posted by Odb718  in Allow a projectile to hit after a throw?? || SOLVED (Started by Odb718 June 25, 2011, 08:24:31 am
 Board: M.U.G.E.N Development Help

So I'm reading the mugen wiki and it's throwing me for a curve.
Neither hitby nor nothitby are working for me.
I'm reading
http://elecbyte.com/wiki/index.php/NotHitBy
and
http://elecbyte.com/wiki/index.php/HitBy

My 1204 animation is 19 ticks.
Seeing that I've come up with this
Code:
[state 1204,hitby]
type= hitby
trigger1= time = 1
time=18
value = AP
But that crashes mugen.  If I use value =  , AP then the projectile doesnt hit. I'm not sure what the heck to put. Any ideas??
It's as if the trigger1 = X is the problem. Either it's trigger =1 and it's always active without the time = 18 doing anything, or if I change trigger1 = animelem =1 or trigger1 = time = 1 and it doesnt work at all.

I've tried nothitby and hitby a million different ways. Nothing seems to actually be working the way the wiki describes. Someone please explain how I can only have projectiles hit.
    

Re: Allow a projectile to hit after a throw??

 June 26, 2011, 05:20:45 am View in topic context
 Posted by Odb718  in Allow a projectile to hit after a throw?? || SOLVED (Started by Odb718 June 25, 2011, 08:24:31 am
 Board: M.U.G.E.N Development Help

MAFP did the trick. Thanks.
Now I need to figure out a way of changing player 2's animation based off of a p1 command.  ::)
    

Re: Allow a projectile to hit after a throw??

 June 25, 2011, 09:40:45 am View in topic context
 Posted by Odb718  in Allow a projectile to hit after a throw?? || SOLVED (Started by Odb718 June 25, 2011, 08:24:31 am
 Board: M.U.G.E.N Development Help

The way it is, the throw is broken down into 3 statedefs for ibuki and 2 for the enemy. Do you want me to label the actual enemy's being thrown state or ibuki's states?
The projectile works. It hits the enemy just fine when they're not being thrown.
There's no way to just adjust "attr = A, SP" or "attr = S, SP" in the projectile? Is that just used for air/stand?
Can I use "type = NotHitBy" in the enemy's throw state and set any set of attributes to allow the projectile to contact?

I'm trying to avoid relabeling everything just to make one move work <_<
    

Allow a projectile to hit after a throw?? || SOLVED

 June 25, 2011, 08:24:31 am View in topic context
 Posted by Odb718  in Allow a projectile to hit after a throw?? || SOLVED (Started by Odb718 June 25, 2011, 08:24:31 am
 Board: M.U.G.E.N Development Help

What's the basic attributes for a enemy to be only open to projectiles?

I'm working on an Ibuki. I have a working throw. I want to be able to throw a kunai and hit the falling enemy in the air after the toss.
Right now the kunai just goes through the char. I'm not sure what attributes to edit. Is it all in the projectile? Only the enemy's falling state? Both??
I'd like it so that ONLY the projectile can hit. If you're fast on the controls it looks like you could rush and get a basic hit in. I'd like to avoid that.
Any hints would be awesome
    

Re: SSFIV - Super Street Fighter IV Full Jap Characters voices + Sound Effects rip

 June 09, 2011, 01:12:46 pm View in topic context
 Posted by Odb718  in SSFIV - Super Street Fighter IV Full Jap Characters voices + Sound Effects rip (Started by Layer July 11, 2010, 08:54:53 pm
 Board: Resource Releases

Awesome work. I was starting to set up my 360 to rip the sounds myself. I decided to check if the internet gods would grace me. It looks like they have.
My Ibuki will have some nice sounds now  :sugoi:
Thank you Layer!! You're a god!

∀CH Try using Goldwave to change the volume levels.
    

EASY HD vector art from any sprite

 May 25, 2011, 10:50:10 pm View in topic context
 Posted by Odb718  in EASY HD vector art from any sprite (Started by Odb718 May 25, 2011, 10:50:10 pm
 Board: Development Resources

Not sure where to put this topic, so it's here until a mod moves it.
But I was just looking over kotaku, and noticed an article linking this article
http://www.extremetech.com/article2/0,2845,2385811,00.asp


This looks amazing for bringing chars into hd. If it can take a SNES sprite and make it look that good I'd love to see what it can do for Mugen chars.
I guess their sites being flooded now. If anyone gets this filter/app please let me know!
    

Re: Help with Sprite, i can't separate a spritre.

 May 18, 2011, 06:38:06 am View in topic context
 Posted by Odb718  in Help with Sprite, i can't separate a spritre. (Started by HekuttaSaint May 15, 2011, 08:41:09 am
 Board: M.U.G.E.N Development Help

I think you need to elaborate a little. Is it attached by actual pixels or by code?
You could always export the sprite, and import it as a different sprite/group.
    

Re: HitSparks/Explode/Helper.. what's the best option for this move??

 April 07, 2011, 03:05:18 pm View in topic context
 Posted by Odb718  in HitSparks/Explode/Helper.. what's the best option for this move?? (Started by Odb718 April 07, 2011, 01:58:21 pm
 Board: M.U.G.E.N Development Help

Thanks, p2life works perfect for what I was doing. 
    

Re: HitSparks/Explode/Helper.. what's the best option for this move??

 April 07, 2011, 02:37:15 pm View in topic context
 Posted by Odb718  in HitSparks/Explode/Helper.. what's the best option for this move?? (Started by Odb718 April 07, 2011, 01:58:21 pm
 Board: M.U.G.E.N Development Help

Figured as much.
Quick question. How can I check if Player 2 is still alive.
I'd like a playsnd to change if the player is KO'd but I can only find the check for player 1.
is it target.alive or something like that?
    

HitSparks/Explode/Helper.. what's the best option for this move??

 April 07, 2011, 01:58:21 pm View in topic context
 Posted by Odb718  in HitSparks/Explode/Helper.. what's the best option for this move?? (Started by Odb718 April 07, 2011, 01:58:21 pm
 Board: M.U.G.E.N Development Help

I have a very long Ultra combo. It's level 3 and it's 340+ ticks long. Out of 121 AnimElems it hits 14 individual times and only uses one Hitdef for the last hit.
I've used all PosSets, PosAdds, lifeadds, targetbinds, playsnds, and hitadds. Now I need to add "hitsparks" and a few other explod effects.
I was wondering what would be the easiest way to get this done.
Should I make a helper with a custom animation where I string together all of the sparks?
Should I make all 14 explod effects in my p1 statedef?
Should I make them all in p2's custom state?
Is there an easy way???
    

Re: How do you send Player 2 to the center of the screen?

 April 04, 2011, 05:55:06 am View in topic context
 Posted by Odb718  in How do you send Player 2 to the center of the screen? (Started by Odb718 April 04, 2011, 02:05:50 am
 Board: M.U.G.E.N Development Help

I think I've solved it.

Code:
[State 3245, VS1A]
type = VelSet
trigger1 = pos x > 20
x = ifelse(facing=1,-7,7)

[State 3245, VS1A]
type = VelSet
trigger1 = pos x < -20
x = ifelse(facing=1,7,-7)

[State 3245, VS2]
type = VelSet
trigger1 = animelem = 6
x = 0
I dont mind if player 2 is in between 20 and -20. I used  animelem = 6 as a general stop.
I was unfamiliar with how facing worked.
Quote
Trigger: Facing -- Returns 1 if the player is facing to the right, and -1 if the player is facing to the left.
For anyone else who doesnt know.
    

Re: How do you send Player 2 to the center of the screen?

 April 04, 2011, 04:30:06 am View in topic context
 Posted by Odb718  in How do you send Player 2 to the center of the screen? (Started by Odb718 April 04, 2011, 02:05:50 am
 Board: M.U.G.E.N Development Help

Check facing for which direction you need to go.
This is the root of my question. I dont know how to do this.
I have it so if the ultra connects it sends player one and player two into corresponding statedefs. P1 = 3240 and P2 = 3245.
Something like this?
Code:
[State 3245, VS1]
type = VelSet
trigger1 = pos X != 0
x = IfElse(facing = 1,-9,9)

[State 3245, VS2]
type = VelSet
trigger1 = pos X= [20,-20]
x = 0

    

How do you send Player 2 to the center of the screen?

 April 04, 2011, 02:05:50 am View in topic context
 Posted by Odb718  in How do you send Player 2 to the center of the screen? (Started by Odb718 April 04, 2011, 02:05:50 am
 Board: M.U.G.E.N Development Help

I'm working on an ultra. I'd like for Player 2 to slide to the center of the screen when hit. So if they're on the right side they slide left and if they're on the left side they slide right. I dont mind if they slide at a given value using velocity or possition add.
I have
Code:
[state 3401, SB]
type = screenbound
trigger1 = time >= 0
value = 1
persistent = 1
movecamera = 0,0
if that can help with the creation of the effect. If I have to drop the screenbound I can deal with that too.
I dont think I've seen any of the chars I have do this otherwise I'd mimic the code.
    

Re: Chun Li CvS2 custom sprites. Air Hyakuretsu Kyaku

 March 31, 2011, 10:10:25 pm View in topic context
 Posted by Odb718  in Chun Li CvS2 custom sprites. Air Hyakuretsu Kyaku (Started by Odb718 March 31, 2011, 11:50:41 am
 Board: Resource Releases

My bad on the topic title  --;
;back up
Not sure if this helps. I used Fighter Factory Ultimate to export the gif.


The first sprite is standard so I didnt upload it. This should give an idea on the placement.

The correct order is
A4,
A1,A2,A3,    ;Start the loop at A1
D1,D2,D3,
C1,C2,C3,
B1,B2,B3,
(to mimic the certain Chun Li I used to base the move off of)
All of their offsets are around X= 50 Y = 116
A1 is lower at X = 62 Y = 114.

In my tiny edit I made a series of moves. Light, medium, and fierce all have different orders. Light starts low so that it can be used when attacking an enemy on the ground.
I found my chopped up sprites. If anyone wants them I rar'd them up.
http://www.host-a.net/u/Odb718/ChunLiCustomKicks.rar

    

Chun Li CvS2 custom sprites. Air Hyakuretsu Kyaku

 March 31, 2011, 11:50:41 am View in topic context
 Posted by Odb718  in Chun Li CvS2 custom sprites. Air Hyakuretsu Kyaku (Started by Odb718 March 31, 2011, 11:50:41 am
 Board: Resource Releases

I made these because I couldnt find any. Run your pallet over it, then cut it up to add them easier.

Top right is image 0, Top left is image 1. or pick how you want it to come out.
Any and all feedback is appreciated

----
Topic Title was edited
    

5th year anniversary 1st post

 March 31, 2011, 11:29:52 am View in topic context
 Posted by Odb718  in 5th year anniversary 1st post (Started by Odb718 March 31, 2011, 11:29:52 am
 Board: Introductions and Guides

So wouldnt you know. I've been a member on this forum for 5 years to the day now. This is gonna be my first post.
I've edited a few chars for the past year or so. Ryu is almost done (I thought he was done 3 months ago but you know how that goes). I've just started an Ibuki. They're both going to be X-men vs Street Fighter based but not perfect "ports". I'm having trouble rapping my head around a pallet problem with Ibuki, but that'll be in another topic. I've made a few custom sprites for my Ryu and SFIII Chun Li. I made an air fast kicks set, Hyakuretsu Kyaku. I might post the sprite sheet here soon. http://mugenguild.com/forumx/index.php?topic=127334.msg1305599 <<edited in a link to the sprites

I helped get Xmugen off the ground and onto the original xbox years ago.

That's about it for now. The Ryu has been released on another forum as an early beta. I've edited quite a lot and I might post him on MFG in a couple days.