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Glowing PalFX? (Read 1054 times)

Started by Afterthought, February 10, 2018, 11:09:25 pm
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Glowing PalFX?
#1  February 10, 2018, 11:09:25 pm
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Question time!

I slapped this palfx code into a character's -3 to give them a slow pulsating "glow" throughout a match.

Code:
[State -3, PalFXWiz]
type = PalFX
trigger1 = time = -1
time = 999999
add = 35, 35, 35
mul = 220, 220, 220
sinadd = 255,255,255,55
trans = 1
ignorehitpause = 1

Doesn't seem to work despite having the sinadd inserted. I'm not sure how to get it working. Any ideas?



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Re: Glowing PalFX?
#2  February 11, 2018, 03:35:39 am
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trigger1 = time = -1
I dont think this ever triggers (?)

Re: Glowing PalFX?
#3  February 11, 2018, 03:55:10 am
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trigger1 = time = -1
I dont think this ever triggers (?)

This works for afterimages but not for palfx, as it would seem. Even copying code from characters that have "pulsating" palfx doesn't seem to work. Kinda at a loss at the moment.


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Re: Glowing PalFX?
#4  February 11, 2018, 08:31:59 am
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Re: Glowing PalFX?
#5  February 11, 2018, 11:28:50 am
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@Odb718: I'd like to let it be known that I actually do try to research before making a thread like this: I realize something like this may be simple to most users, but if something isn't working for me, I will ask why not. I'm aware of MUGEN Class' existence and I always check it. Still, I appreciate your resourcefulness.

The code simply is not working for me, not sure if it's because it's being used in a -2, if I'm missing a line of code or what. If anyone else has some idea I'd like to hear it, I'll still be investigating later on.


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Re: Glowing PalFX?
#6  February 11, 2018, 05:29:24 pm
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Sorry, I misread your original post I guess. Thought you weren't seeing a pulse, instead of not having it work at all.

Have you tried setting the time to = 0?
You'll also want to check the actual working of it using something like statedef 200, SLP, so you know you activate the state. It'll help you debug the problem. Once you have it working there, then try the -states.

You may also want to figure out some other triggers in case other characters interrupt your palfx.

----
Putting it in statedef -3 with
    [State -3, PalFXWiz]
    type = PalFX
    trigger1 = time = 0
works just fine for me. So I'm thinking your character may have an automatic palfx kill in one of it's -states. I know my characters sometimes has it. Samus does.

Because you may have a character interupt your palfx, you might want to spawn and kill an explode to keep track of the timing for the palfx. Even
    trigger1 = time%55 = 0
will trigger each time you land. You'd never see it change over because it matches your time period.
There's just no good way to check palfx that I know of.
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Last Edit: February 11, 2018, 05:44:26 pm by Odb718

2OS

Re: Glowing PalFX?
#7  February 11, 2018, 05:53:14 pm
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it's because you put it in -3 with an assertive trigger.

you need to either not have an assertive trigger or algebraically code sine to normal add. the latter being more conventional for it wont ever wear off.


here's an example:

add=100*sin(gametime*0.1),100*sin(gametime*0.1),100*sin(gametime*0.1)


edit: apparently add works in conjunction with sinadd. even if this wasnt true it can be done algebraically which is why i encourage that over pre set expressions like sinadd.

example of that and how sine works:

sine 100 ranges -100 to 100 which for palfx would cause your character to darken. if you wanted to eliminate darkening you would sine 50 and add 50.

add=50+50*sin(gametime*0.1),50+50*sin(gametime*0.1),50+50*sin(gametime*0.1)

^ that would equate to this

add=50,50,50
sinadd=50,50,50,59

the benefit of the former is it can be asserted indefinitely.
Last Edit: February 11, 2018, 07:39:59 pm by 2OS
Re: Glowing PalFX?
New #8  February 11, 2018, 10:53:57 pm
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@Odb718: I will take a thorough look in a little while.

@2OS: I'll try what you suggested and see what it nets me.

I appreciate both of your resourcefulness!

EDIT: Using the code from another character and it worked. Not sure what I did differently, but the issue is resolved. I appreciate the help, thank you!


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Last Edit: February 12, 2018, 08:33:57 pm by Afterthought