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Odb718

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Messages by Odb718

    

Re: Copy moves to another char?

 January 15, 2019, 07:58:15 pm View in topic context
 Posted by Odb718  in Copy moves to another char? (Started by CyraxXXi January 14, 2019, 12:07:33 am
 Board: M.U.G.E.N Development Help

No problem
    

Re: Need Help With Dizzy/Stun Codeing

 January 15, 2019, 07:55:35 pm View in topic context
 Posted by Odb718  in Need Help With Dizzy/Stun Codeing (Started by MarioManX1983 December 31, 2018, 01:42:46 am
 Board: M.U.G.E.N Development Help

Edited your post only to put the <code> into it to make it easier to read.

I don't have enough time to dig through your code, but the double counting sounds like you're using a varadd where it needs to be a varset. OR You NEED to use a varadd, and once everything is done, it doesn't reset to 0.  Use DisplayToClipboard to monitor the value(s) and you'll be able to see if something doesn't reset, or if it is actually going up by 2 instead of 1 or whatever.

For the birds not following P2, do something like a PosSet based off of P2's Pos.


[State 0, PosSet]
type = PosSet
trigger1 =   Pos X != P2.Pos X
x = P2.Pos X
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = Pos Y != P2.Pos Y
y = P2.Pos Y
ignorehitpause = 1


^^^ All that is wrong but you get the idea. You'll more than likely want the X and Y posset individual. You probably dont want the Y, and if you use the head height, obviously you dont want to use the pos y.

    

Re: How do I make POTS styled characters?

 January 15, 2019, 07:02:36 am View in topic context
 Posted by Odb718  in How do I make POTS styled characters? (Started by STANLEY69 January 13, 2019, 10:29:49 pm
 Board: M.U.G.E.N Development Help

    

Re: Copy moves to another char?

 January 15, 2019, 07:00:25 am View in topic context
 Posted by Odb718  in Copy moves to another char? (Started by CyraxXXi January 14, 2019, 12:07:33 am
 Board: M.U.G.E.N Development Help

If you're brand new to editing, you may want to just skim this over
http://mugenguild.com/forum/topics/mugen-101-things-you-need-know-169758.0.html
Follow the links to the stuff you want to know about.

If you copy and paste a basic attack, and import the exact animation(s) it uses, it should work fine as long as you switch states to it. But like Nep Heart said, there's a lot more going on.

One thing that trips up new coders trying to duplicate moves is the actual hitdef. GO READ THE ENTIRE HITDEF in mugen class. Do it. Seriously. It'll take about 15 to 20 minutes but you'll know and understand a lot more once you get to the end. It's one of the links in the Mugen 101.
So the animation has the blue and red boxes. The red boxes dont hurt P2 until a hitdef is defined. Here's the tricky part. If that hitdef doesn't trigger before the red boxes, it wont work. Countless people have this happen to them. Mainly because you dont see the animation while working on the code.

Another reason a move wont work is if it isn't set as an Attack. If the StateDef is set up wrong, or if a
type = StateTypeSet
sets to
moveType = I

Those are two common mess ups. There are just far too many reasons why the move isn't working without some more details.
    

Re: Hitbox Discussion I guess

 January 14, 2019, 07:46:36 pm View in topic context
 Posted by Odb718  in Hitbox Discussion I guess (Started by TheFclass97 May 23, 2017, 04:43:13 am
 Board: Fighting Games

Not exactly who or how this character plays. But there'd be a massive delay on recovery to make up for the massive hitbox advantage.
The first hit box frame would last 1 tic. The end hit box would be determined in game and edited down to probably 2 tics, maaaaybe 3.
I should have extending his blue boxes to match where his arm first travels in the 1 tic attack frame, but that'd be worked out after a few tests.
Spoiler: LARGE GIF INSIDE (click to see content)


----
Yamori X, why would you be able to hit all that open blue above the ax?
    

Re: Need Help With Dizzy/Stun Codeing

 January 14, 2019, 09:27:15 am View in topic context
 Posted by Odb718  in Need Help With Dizzy/Stun Codeing (Started by MarioManX1983 December 31, 2018, 01:42:46 am
 Board: M.U.G.E.N Development Help

Technically you CAN get P2 to get the sprites, but it's long and tedious and should only be done for certain things.
My Sagat has a trick, P1 puts P2 into a custom state. Waaaaaaay under the map, P2 has a hit box and P1 spawns a hit box at that same spot. P2's in P1's custom state, but put's P1's helper into it's custom state allowing access

@MarioManX1983 do what Ink and Nep suggest and use Statedef -2 to spawn the helper/explod.  Use P2's height as the Y position and you should be good. Maybe P2's Y pos + like 20 or 10 to have it above the head. You'll be using (enemynear,const()) if you're not sure how to get at it.
    

Re: Weapon Holding/Throwing+Return Tutorials

 January 12, 2019, 06:54:32 am View in topic context
 Posted by Odb718  in Weapon Holding/Throwing+Return Tutorials (Started by All-Star Platinum January 11, 2019, 06:20:43 pm
 Board: M.U.G.E.N Development Help

I would definitely look into Captain America/US Agent chars.
You'll end up facing a problem of being 1 tic behind, and having the weapon being "pushed" around or being slow. 
I dont know if you'll need a specific tutorial for this. I'd just use basic tracking of states and anims of a particular helper. You could probably get away with never using a var to keep track of the different characteristics of the states it's in. But I'd think a basic At P1 state, Flying, and Dead/put away, states would be enough. Then switch the anim(s) on button presses and locations.

What have you got put in place so far?
    

Re: Destroyself and clones

 January 11, 2019, 03:44:20 pm View in topic context
 Posted by Odb718  in Destroyself and clones (Started by Fixer January 10, 2019, 10:51:46 pm
 Board: M.U.G.E.N Development Help

ikn, saying my name wrong is a 3 day ban. :P

If the clone is constantly happening, it may be because of your character. Sometimes a custom state will switch to P2's state, but it wont exist. Same thing with animations. There are ways to make sure P2 has a custom animation and then you'd use that. If that animation doesn't exist, it will use a default animation from P1.

A lot of fireball reflection moves cause clones. Things that just make helpers disappear cause all types of issues if one or the other character isn't coded well.
    

Re: Destroyself and clones

 January 11, 2019, 01:31:55 am View in topic context
 Posted by Odb718  in Destroyself and clones (Started by Fixer January 10, 2019, 10:51:46 pm
 Board: M.U.G.E.N Development Help

One thing I do to kill helpers is put

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 5 && ishelper
trigger2 = animelem = 3 && ishelper
ignorehitpause = 1

Into State 0. I don't use any helpers that should ever go into state 0, and when a clone happens, they end up in state 0. This is just a super back up. Adding it hurts nothing. You WILL see the clone for a moment, but it'll die.

If you're not sure what helper is causing this issue, how do you know what helper to post the code for?
Follow all of the states' changestates if there are any. When you get to the end add the destroyself.
If it is a helper that's used just as an explod, you may want to remove the hitboxes from the animation. If the animation is used in a second state, you should duplicate the animation and have that 2nd one not have any boxes.

Use Ctrl+D in game to cycle through the players to the helper(s).

Try to make a set up where you can reproduce the mess up. There are plenty of ways a clone can happen. We need to know as many details as possible.
    

Re: Super/Hyper Armor glitch

 January 09, 2019, 04:28:03 pm View in topic context
 Posted by Odb718  in Super/Hyper Armor glitch (Started by Psywriter January 08, 2019, 10:50:41 am
 Board: M.U.G.E.N Development Help

yeah, it'll cycle debug through the characters, including helpers. You get a set of basic info and you can also use DisplayToClipboard to display some values you'd like.
Ctrl+C displays Collision boxes.
There are a few buttons, F1 F2 F3 & F4 get used a lot in testing. The Spacebar gets used the most by me.
Pause, F12. More than a few. But Ctrl+D and C are good for debugging purposes.
    

Re: Need Help With Dizzy/Stun Codeing

 January 09, 2019, 12:20:10 am View in topic context
 Posted by Odb718  in Need Help With Dizzy/Stun Codeing (Started by MarioManX1983 December 31, 2018, 01:42:46 am
 Board: M.U.G.E.N Development Help

I'd suggest using changeanim2 if possible. But you may want to make the dizzy bird's be P1's state and not P2's.
My reasoning is, once P2 is out of being dizzy, you can have the birds switch to an invisible state and stop the sound being played.
You'll want to play the sound on a particular channel, and stop that particular channel in the bird's "death" state. You wont need much, a blank animation lasting a few tics, then stopsnd, and the destroyself.
    

Re: Super/Hyper Armor glitch

 January 09, 2019, 12:11:48 am View in topic context
 Posted by Odb718  in Super/Hyper Armor glitch (Started by Psywriter January 08, 2019, 10:50:41 am
 Board: M.U.G.E.N Development Help

When you say it just WONT work, do you mean it doesn't work at all?
Just from reading it, it seems solid. I'm not too familiar with working with super armor but it seems like it should be fine.

I'd suggest using debug, Ctrl+D, to see what states everything is in when it messes up.
You may also want to use CTRL+C to see the hitboxes.
One thing I'd think to do is comment out the invisibility for the helper and make sure everything is working the way it should be, then commenting the invisibility back in. Just guessing if something's working or not working doesn't work the best.

As for the Baldi issues, I've only looked at some video of the character, but I doubt it's the best character to judge if your character is working properly.

Try to come up with a set way to test your character and find out what states are causing the issues.
    

Re: MegaMan Zero help: Bullets

 January 06, 2019, 10:22:37 pm View in topic context
 Posted by Odb718  in MegaMan Zero help: Bullets (Started by RedDragonCats17 January 05, 2019, 05:52:40 am
 Board: M.U.G.E.N Development Help

I've run into the same problems in the past. If you'd like to read more
http://mugenguild.com/forum/msg.2260626
This is what I have currently in Ermac's fireball.
Spoiler, click to toggle visibilty
    

Re: MegaMan Zero help: Bullets

 January 05, 2019, 11:12:50 am View in topic context
 Posted by Odb718  in MegaMan Zero help: Bullets (Started by RedDragonCats17 January 05, 2019, 05:52:40 am
 Board: M.U.G.E.N Development Help

    

Re: MegaMan Zero help: Bullets

 January 05, 2019, 07:59:47 am View in topic context
 Posted by Odb718  in MegaMan Zero help: Bullets (Started by RedDragonCats17 January 05, 2019, 05:52:40 am
 Board: M.U.G.E.N Development Help

[State 0, DestroySelf]
type = DestroySelf
trigger1 = movecontact
trigger2 = frontedgedist = -50
trigger3 = backedgedist = 50

is going to be your problem. I've had this same thing and I had to change up the destroyself to get it to work. 
    

Re: MegaMan Zero help: Shield Boomerang (reflect projectiles)

 January 03, 2019, 03:55:39 pm View in topic context
 Posted by Odb718  in MegaMan Zero help: Shield Boomerang (reflect projectiles) (Started by RedDragonCats17 January 01, 2019, 06:06:22 am
 Board: M.U.G.E.N Development Help

You really should have been making helpers from the beginning.
You might want to make a very basic projectile set up. Then figure out how to transfer your type = projectile info into a hitdef and what ever the other settings need. VelSet, VelAdd, ChangeAnim, those types of things.
If you're not worried about releasing them and some users getting bugs, you can keep them as projectiles.
Van's projectile system is pretty good though. You might want to learn how to follow it now. It'll help you out in the long run.
    

Re: Root Inheriting Helper Movetype = H

 January 03, 2019, 02:46:52 pm View in topic context
 Posted by Odb718  in Root Inheriting Helper Movetype = H (Started by Nep Heart January 03, 2019, 08:56:56 am
 Board: M.U.G.E.N Development Help

I'm not exactly sure how or why it's happening. I _believe_ I had this same problem with Yun&Yang. It's been so long since I've worked on that char I cant clearly remember. If you want to poke around in it,
https://host-a.net/f/138308-yunyang718rar
    

Re: N00BSaibot718 - Custom Noob Saibot WIP POLL UPDATE

 December 29, 2018, 07:52:51 am View in topic context
 Posted by Odb718  in N00BSaibot718 - Custom Noob Saibot WIP POLL UPDATE (Started by Odb718 July 21, 2016, 12:51:24 pm
 Board: Projects

Kinda big update. Got someone working on the Clone FX. I've added some sound and changed it up a bit. Here's a super WIP of it.


Nothing is being disconnected from your PC. It was mine lol. The colors will change. They're mainly for me to see exactly what I need to on screen easier.

----
Updated the video. There were more than a few simple problems I've taken care of.
    

Re: Help? How do you juggle after ground bounce

 December 29, 2018, 01:26:00 am View in topic context
 Posted by Odb718  in Help? How do you juggle after ground bounce (Started by dpshanelle December 25, 2018, 08:06:26 pm
 Board: M.U.G.E.N Development Help

No worries. If you ever lock a thread again you can unlock it yourself I believe. If a mod locks it, that's a different story.
Welcome to the forum btw. We have an introduction thread if you want to make a post there http://mugenguild.com/forum/topics/introduction-thread-introduce-yourself-to-the-community-here-55576.0.html

Ask as many questions as you'd like. The way I usually do things is if it's one topic, obviously I search for related threads, but I'll post in 1 thread about 1 move. If I have a problem with say, jumping, I'd make a thread for that. If I have a second problem with a fireball I'll make a second thread. Having the two topics helps get people who'd know about the fireball NOT skip over a general help thread. People are more likely to read threads they know about.

Anyways, 1 rule around here is no double posting. You'll see an Edit button. Hit that and add on to your post. You'll see me do a
----
and continue.
---- ----
means it's been edited twice.  Other people have other ways of marking their edits. Most dont do anything different. Up to you.
    

Re: Help? How do you juggle after ground bounce

 December 27, 2018, 06:07:49 am View in topic context
 Posted by Odb718  in Help? How do you juggle after ground bounce (Started by dpshanelle December 25, 2018, 08:06:26 pm
 Board: M.U.G.E.N Development Help

I just unlocked the topic. Anyone know why it was locked?