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Odb718

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Messages by Odb718

    

Re: Trigger when enemy's partner is dead?

 July 22, 2018, 09:03:55 am View in topic context
 Posted by Odb718  in Trigger when enemy's partner is dead? (Started by MrGiang July 20, 2018, 05:16:41 am
 Board: M.U.G.E.N Development Help

lol I misread everything... like usual.
So this will add to the value if either char is dead. If P2 dies the round is over for me, but using displaytoclipboard I can see the var adding up.
Code:
[State 0, VarSet]
type = Varadd
triggerall = NumEnemy
trigger1 = !(Enemy(0), Alive) && (Enemy(NumEnemy=2), Alive) || !(Enemy(NumEnemy=2), Alive)  && (Enemy(0), Alive)
v = 41
value = 2 
Using Var(41) >= 10 to try and switch states didn't work though. Not entirely sure why. It seems as though you only want the trigger1 check after the Or/||
    

Re: Trigger when enemy's partner is dead?

 July 21, 2018, 11:48:35 pm View in topic context
 Posted by Odb718  in Trigger when enemy's partner is dead? (Started by MrGiang July 20, 2018, 05:16:41 am
 Board: M.U.G.E.N Development Help

Partner,
Redirects the trigger to the player's partner. Normal helpers and neutral players are not considered opponents. See the related trigger "numpartner" in the trigger documentation.
    

Re: Question on this code

 July 21, 2018, 11:43:22 pm View in topic context
 Posted by Odb718  in Question on this code (Started by cake-kun July 19, 2018, 12:36:16 am
 Board: M.U.G.E.N Development Help

So if I'm understanding this correctly, the person hasn't set up a standardized Anim method. He's probably got random Anim numbers for each special and for each transition/mode he has individual states that call those specific numbers.
Because he's adding 13000 to the "beaten" states, you'd probably be adding 13000+5000. Look for animations in the 18000 to 18300 range. Those should be hit reactions.
Also if you check out the hit reaction Statedefs you may see the math altoiddealer described. It may not be exactly the same because there's always different ways math can be written.
    

Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 19.07.2018

 July 20, 2018, 12:22:13 am View in topic context
 Posted by Odb718  in  PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 19.07.2018 (Started by Achilleon December 03, 2015, 06:51:28 pm
 Board: Gaming

Can you actually have 16 controllers??
It seems like you'd NEED 16 default palettes too. 4v4v4v4 and they're all Ken, they all need to be different colors.

Your Slot System seems a tiny bit like the Ratio System from Capcom vs Snk. I am 100% for this. I'd like it if it went even further to mimic it by coloring the life bars differently depending on the strength the character is. 
Spoiler, click to toggle visibilty
One thing I just thought up would be a combination of Slot and Tier. If you have a max of 4 points, Evil Ken could take 3. So you could select a level 1 character too.

One thing that I'd love to see is to rename the Presets. I'd like the option to put them in a Main Menu.
If you could create a name instantly from the selected presets that'd be amazing. Just some examples
1 vs 1   <<<Regular versus
1 vs 1 Tier 2 Mode <<<Versus limited to tier 2
3 Teams 3 vs 3 Swap Assist Mode <<< 9 characters 3 players Turns
1 Team Coop 2 vs 4 Mode  <<< 2 players vs 4 AI
2 Teams 2 vs 2  Mode  <<< 2 players vs with 1 AI each  <<<Mugen has this.


Arcade, Vs, Team Arcade, Team Vs, Team 2p are great modes. I'm so glad you expanded on it!! I WANT 4 CONTROLLERS SO BAD!!!!
    

Re: Hey y'all. I have a question...

 July 16, 2018, 10:40:19 am View in topic context
 Posted by Odb718  in Hey y'all. I have a question... (Started by totaln00b July 14, 2018, 09:42:44 pm
 Board: M.U.G.E.N Development Help

If I was going to try to do something like this, I dont know if I'd do it either way you're thinking.
What I would probably end up doing is getting a "normal" Akuma and I'd use replace all to change the hit sparks number and the sounds' number and then copy and paste each move into Helder. 1 at a time.
The main thing you might be able to easily edit is the CMD file.
You'll need to edit the [data], [size], [velocity], [movement] but I'd probably just copy and paste the other Akuma's values in there and see what I got.
You'll probably need to adjust the timing of your animations too. Especially if you do a copy paste job from the other Akuma. If things are set to go off at frame 5 of the animation and Helder's only say 9 tics, and Akuma's at 16, Even with the new Akuma stuff the move will still be fast as heck.

But I'd try slowing the animations down, and the CMD first. I know Shin Akuma has one of the fastest CLP's I've seen. Helder's probably the same way.
I'd say just edit him. Check the cns and see if things are set to go off using AnimElem(time/no) or time =. If it's AnimElem, your job will be half as hard if it's time. Because you'd have to edit the animation and the time = value to equal out.
    

Re: Yuna FFX-2

 July 14, 2018, 01:32:20 pm View in topic context
 Posted by Odb718  in Yuna FFX-2 (Started by !E July 08, 2018, 03:42:24 pm
 Board: Resource Releases

I like the idea of the special hair whip move.
That SMK looks like it could do some serious damage.   
    

Re: The Crow / Eric Draven sprite sheet (Capcom Style)

 July 14, 2018, 10:51:31 am View in topic context
 Posted by Odb718  in The Crow / Eric Draven sprite sheet (Capcom Style) (Started by SiL3Nt J June 05, 2018, 06:08:36 am
 Board: Resource Releases

Made this for ya
    

Re: Power Charge Command Error

 July 14, 2018, 10:32:26 am View in topic context
 Posted by Odb718  in Power Charge Command Error (Started by astermasterix July 14, 2018, 01:21:01 am
 Board: M.U.G.E.N Development Help

You can also add checks to the changestate to see if you've reached maximum power.
You may want to make a second state so when you let go of the buttons you still have some open time. It makes it a little more fair to P2 trying to hit you.
    

Re: Power Charge Command Error

 July 14, 2018, 09:15:29 am View in topic context
 Posted by Odb718  in Power Charge Command Error (Started by astermasterix July 14, 2018, 01:21:01 am
 Board: M.U.G.E.N Development Help


[Command]
name = "pc1"
command = /z
time = 1

[Command]
name = "pc2"
command = /c
time = 1


triggerall = command = "pc1" && command = "pc2"
    

Re: Crazy HitDef problem

 July 14, 2018, 09:13:04 am View in topic context
 Posted by Odb718  in Crazy HitDef problem (Started by Odb718 July 14, 2018, 12:20:34 am
 Board: M.U.G.E.N Development Help

Like most of my crazy problems I used state 200 to solve this problem. I copied the hitdef to state 200. I got the same results. No damage but chip block was there.
So I commented out the bottom half of the hitdef and I got both damages but no hit reaction. So obviously the problem was the lower half.

LOOOONG story short.

ground.type = Trip
fixed the hitdef.

I guess if someone wants these same results you could not use trip. But obviously you could just put 0 for the damage... so....
    

Crazy HitDef problem

 July 14, 2018, 12:20:34 am View in topic context
 Posted by Odb718  in Crazy HitDef problem (Started by Odb718 July 14, 2018, 12:20:34 am
 Board: M.U.G.E.N Development Help

I'm not exactly sure what the problem is. I've tried and tried.
This hitdef's damage wont work on the hit, but it will chip block...

Code:
[State 200, HitDef]
type = HitDef
trigger1 = time = 1
attr = A, SA
animtype = Heavy
air.animtype  = Back
damage = 20,10
priority = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.sparkno = S8015
sparkno = S8003
sparkxy = -10,-45
hitsound = S10,4
guardsound = S13,0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -12,-6.2
air.velocity = -12,-6.2
fall = 1
air.fall = 1
fall.recover = 0
yaccel = .5


Does anyone know why this will only chip block and not cause 20 damage on the hit?? I've tried adjusting the values of damage to see if it was being scaled some how. It's not. I've adjusted the trigger, that's not it.
I think it has to be something small but I can't see it.
    

Re: EX / Fighting Layer: New Arika fighting game

 July 13, 2018, 12:18:18 pm View in topic context
 Posted by Odb718  in EX / Fighting Layer: New Arika fighting game (Started by Renzo F April 01, 2017, 04:40:22 pm
 Board: Fighting Games

Hades vs Hades matches can get a little crazy. BUT! Once you recognize the person has Hades as a perk dont trip. It took me a few matches to realize this and it's HUGE.
I play with Skullo mainly. So adapting from trip kicks to other specials/basics was a little easier. It has a pretty strong impact on the Jug "deck". idk what we're calling all this stuff.
Hades is pretty consistent. It's just how it works is odd. If P2 has it on and does a move that's, lets say, 39 frames. You can attack him all 39 frames and they're stuck doing it. They're completely open and as long as it's a normal reaction they wont have one. I've been able to attack 2x before a successful block, and attack 2x before they recovered. All SLP attacks. No trips, no throws, no launchers and you can attack and attack. But like I mentioned. Once I realized how super strong it was, I focused on not tripping to set it off. I just switch from ending with CFK to SFP.

I think I like shinobi the best so far. The game seems to focus on the run-in pokes. So going ghost is important. (I could be wrong on what shinobi includes but I like the one with ghost and 30 blocks to set off guard cancels into specials)
    

Re: How do i make a fatality?

 July 13, 2018, 12:27:59 am View in topic context
 Posted by Odb718  in How do i make a fatality? (Started by CherryAddictz July 10, 2018, 11:33:50 pm
 Board: M.U.G.E.N Development Help

Get familiar with helpers.
You'll spawn the helper on P2's X value, and then set the Y velocity of it. When it reaches Y >= 0 have it stop because it's hit the ground and crushed P2.
Depending on how you want P2 to act, you make a custom animation in your character and set the custom state to use it.
You probably could use an explod for the blood inside the logo/helper.
    

Re: How do i make a fatality?

 July 12, 2018, 11:17:47 pm View in topic context
 Posted by Odb718  in How do i make a fatality? (Started by CherryAddictz July 10, 2018, 11:33:50 pm
 Board: M.U.G.E.N Development Help

I would code a normal Ultra throw move. Then once it's working 100% I'd put in the requirements for the fatality part. Like if you have to have exactly 0 health. Or if you're doing a Killer Instinct 2 type thing where you get 1 shot at it, the health has to be below 50 or 100 or whatever.

If you're trying to have P2 interact with everything you'll have to code it as a full game. You'll set P2 into a custom state and they'd use their own animation(s). That coupled with P1's animations you'll have a full fatality type move.
    

Re: I AM NOT AN AUTHOR/CREATOR.... NOW I AM ONLY A MUGEN EDITOR

 July 12, 2018, 10:20:58 am View in topic context
 Posted by Odb718  in I NOW IDENTIFY AS A HAM SANDWICH OR SOMETHING: MAZEMERALD 2 (for ID purposes) (Started by Mazemerald. July 07, 2018, 09:27:19 pm
 Board: M.U.G.E.N Discussion

So I think from now on, when/if this guy posts anything, I'll just edit his name out and replace it with mine.
He obviously wont care 1 way or the other because he's just that cool.

@Koopa901: When I steal a chunk of code from a character I'll do a little
;---Taken from ***-------
or
[Statedef 3549]; 9020 EDITED from KoopaKoot's "Shiki"
above the state(s). This way, if someone's trying to recreate what I've made into something else, then they'll be able to track down the source.
If it's just 1 hitdef or something completely frivolous to remake, I don't think credits are in order.

At this point, I think Tyler's telling Jack to tell Marla, "This conversation is over."
    

Re: add004basic

 July 10, 2018, 08:01:20 pm View in topic context
 Posted by Odb718  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 pm
 Board: Your Releases, 1.0+

@qjafri: check to see if you have the c command in your cmd file.

[Command]
name = "c"
command = c
time = 1

If not, add it ^^
    

Re: Crouching Attack keeps whiffing (video attached)

 July 10, 2018, 04:31:56 am View in topic context
 Posted by Odb718  in Crouching Attack keeps whiffing (video attached) (Started by dronk July 10, 2018, 03:17:16 am
 Board: M.U.G.E.N Development Help

try

[State 410, 2]
type = HitDef
trigger1 = time = 1
    

Re: AnimElem Glitch

 July 09, 2018, 10:48:33 am View in topic context
 Posted by Odb718  in AnimElem Glitch (Started by Alzter July 08, 2018, 12:18:10 pm
 Board: M.U.G.E.N Development Help

    

Re: A question about variables.

 July 08, 2018, 12:16:26 pm View in topic context
 Posted by Odb718  in A question about variables. (Started by Trololo July 08, 2018, 10:16:33 am
 Board: M.U.G.E.N Development Help

Through mugen, no.
It _MAY_ be possible through a front-end program or Cheat Engine or something like that. But not between matches inside of mugen.
I don't think it'd be very feasible.
    

Re: I AM NOT AN AUTHOR/CREATOR.... NOW I AM ONLY A MUGEN EDITOR

 July 08, 2018, 10:06:39 am View in topic context
 Posted by Odb718  in I NOW IDENTIFY AS A HAM SANDWICH OR SOMETHING: MAZEMERALD 2 (for ID purposes) (Started by Mazemerald. July 07, 2018, 09:27:19 pm
 Board: M.U.G.E.N Discussion

@Mugen Stuff Editor: As a person who's edited most of his creations, and ripped sprites from non-company sources, I can easily say,
Put your name and the original guy who's stuff you're editing.
#1. There's a lot of versions of characters. Lots and lots and lots. No one wants to download a character they already have. If everyone's name is blank, who made it? Is it different? Are we going to test play for an hour to tell??
#2. PotS and everyone else who makes characters get people that want to see more quality work. When I find a character I like I try to see if there are more. If I find DivinePsy is the best Psylocke I've played with, well I might be interested in trying DivineBlair and every other character DivineWolf created.
#3. Psylocke leads to DivineBlair. Blair was made by author ="Dampir&DivineWolf"... well it's a great character but who's Dampir and what other characters has he edited? Oh wow, he's made Taki. One of my all time favorite characters. Downloaded! On and on people discover more.

I could list about 19, and honestly 19, reasons why you should have the people who created the base and the people who've edited AND your name on anything you make.
author = "Odb718/Slenderman/SeanAltly"
^^^Those two guys deserve credit^^^.

You cant see how many hours went into my Ermac. Heck, I can't. I just know what I've done. And what I did was an edit and it still took months. I can't imagine what it took to get Ermac to where I edited it from.

What I can tell you is, Ripping Rival School Sprites and Samus. I ripped Samus twice. 4 hours of sitting just pressing F12, next frame, F12. Akira was about 8h. Roberto was about 6h. Hyo was 8h. These characters weren't worked on for a half hour here, a half hour there, a little more wednesday. I sat in 1 spot for 8 hours to rip Hyo. I took a bathroom break and my sprites dont line up 100% because of it. So when you have these qualifying statements that this person did one thing and that counts, but this other person only did this. It's bullshit. And to only give me credit for ripping the images is way off. Without N. helping me with Cheat Engine, I wouldn't have gotten that far. I didn't have fun doing any of that. It was SLOW and tedious and it SUCKED. A lot. It sucked a lot. So to hear someone might just erase my contribution to the character is extremely disappointing.

Comments like, "i won´t put 10 names for every sprite i added." are unrealistic. No one is asking you to do this. But if you edit a character ADD your name to it. It's a legacy. Like you said, if someone edits your character to be better you'd applaud them. LET that author do the same! If you delete the name, they wont know. Why erase someone's contribution? If you truly are indifferent to it, you'd ignore it. Join the community and ADD your name to YOUR work!

But like you said, maybe mugen is dying. But if you go back to my example #3, that's how we can breath more life into it.