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Odb718

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Messages by Odb718

    

Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more

 October 15, 2018, 11:02:44 am View in topic context
 Posted by Odb718  in MegaMan Zero help: Power Bar, disable Up as jump completely, and more (Started by RedDragonCats17 August 20, 2018, 03:41:51 am
 Board: M.U.G.E.N Development Help

You dont have a second projectile.
I'm not telling you you dont need a changestate to get into the state or I'm not even sure what you're thinking.
In the state, in any state,
triggerall = command = "x"
is a valid command.
Change the "x" to be the command, probably "y", to what will fire the second shot. Use that as a trigger in the second projectile so it doesn't fire until you press y.
More than likely you're going to want a looping animation. Then you'll want a changeanim after a certain amount of time. You'll want a changestate to equal the ending animation and it's last frame to exit to state 0.
i'm not sure how the move works exactly. So if you dont press Y that's what will happen. It'll just end.
WHEN you press y and if fires the shot you may want to switch to a firing animation. Use that 3rd animation and it's ending frame to exit to state 0.
    

Re: Bonus Stage Street fighter

 October 13, 2018, 11:31:27 pm View in topic context
 Posted by Odb718  in Bonus Stage Street fighter (Started by victorhgm22_110 October 10, 2018, 05:56:27 pm
 Board: M.U.G.E.N Development Help

If this stage works the way I think it works, the barrels should be a character.
@victorhgm22_110: Do you know what file opens up the barrels? This should be a very easy fix. It seems like you've scaled this up from low rez to hi rez. So all you'll need to do is multiply the placements by 2. Multiply by 2 or possibly 4. You'd just find Posset = and adjust those values for the barrels.
One other possibility would be the barrels' positions are set using the anim. With that, you should be able to use Onion Skin to keep the center barrel in the background and slide the other barrels into the correct positions.
    

Re: Shared palette in FF3

 October 13, 2018, 11:22:34 pm View in topic context
 Posted by Odb718  in Shared palette in FF3 (Started by Marc123456789 October 12, 2018, 05:26:26 pm
 Board: M.U.G.E.N Development Help

FF3 has a pretty easy way to do what you want. While looking at the sprites, move the palette slide bar to the new palette you'd like to use. Above the slide bar is a bunch of buttons. The last button is the Apply button.
If you press that you can apply the palette to the current sprite, or the group, or every sprite in the sff. You probably just want to do the group.
    

Re: A Second Most Arbitrary MUGEN Tournament

 October 12, 2018, 04:22:52 pm View in topic context
 Posted by Odb718  in A Second Most Arbitrary MUGEN Tournament (Started by SerbianYugoThief May 02, 2018, 11:33:50 pm
 Board: M.U.G.E.N Discussion

Thanks for putting that together man!

Spoiler: Actual Spoiler. Dont click if you havent watched (click to see content)
    

Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more

 October 12, 2018, 01:29:51 am View in topic context
 Posted by Odb718  in MegaMan Zero help: Power Bar, disable Up as jump completely, and more (Started by RedDragonCats17 August 20, 2018, 03:41:51 am
 Board: M.U.G.E.N Development Help

triggerall = pos y = -4
Do you know how insanely improbable this is?
You said the code didn't change much. So it did change.

I believe the code for your state 40 fixed a couple problems for you. You need to be using that code in conjunction with new stuff for this move.


"As you can see in this code, I used command = holdup to see if anything will change."
I dont see that in the code at all.

Did you try switching the changestate for 200 into 1400?? Does the move actually work?
    

Re: Change state with command and animation is complete

 October 11, 2018, 07:21:16 pm View in topic context
 Posted by Odb718  in Change state with command and animation is complete (Started by masterninja7 October 07, 2018, 02:00:13 am
 Board: M.U.G.E.N Development Help

One way to try is to have
buffer.time = 15 ;change this number to what you want
in the command name. Then in the ChangeState you'd do what DeathScythe suggested.

Without the buffer time, you'd have to be pretty accurate with the button presses. The buffer time allows you a few tics to input the command early. 15 tics is 1/4 second so that's kinda long in the world of fighting games. 7 to 10 may be a little tight for most players, 2 to 5 would be pretty accurate. Mess around with the value to see what you think works well.

----
One thing to point out. If you want to allow the move to happen like this each and every time, one command would be fine.
If you wanted to only allow the buffer time to work for 1 set up, you could make a second command name without the buffer time and use that name to trigger the same state.
    

Re: Is there any way to share large groups of sprites between char projects

 October 11, 2018, 07:06:02 pm View in topic context
 Posted by Odb718  in Is there any way to share large groups of sprites between char projects (Started by Xenodar October 09, 2018, 02:40:51 am
 Board: M.U.G.E.N Development Help

Please read the sub forum sticky topics before posting in them. It'll help clear up confusion.
http://mugenguild.com/forum/topics/do-not-post-your-questions-here-125881.0.html

Like Foobs mentioned, Fighter Factory 3, and Studio, will let you import sprites from one project to another a few different ways.
Look under the Sprites tab at the top, and at the bottom of the list is Import from another project.
It should be exactly what you're looking for.
    

Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more

 October 11, 2018, 03:26:08 pm View in topic context
 Posted by Odb718  in MegaMan Zero help: Power Bar, disable Up as jump completely, and more (Started by RedDragonCats17 August 20, 2018, 03:41:51 am
 Board: M.U.G.E.N Development Help

Add
[State 40, ChangeState]
type = ChangeState
triggerall = command = "up_x"
trigger1 = AnimTime = 0
trigger2 = time = 0
value = 1400
ctrl = 0
Above the changestate in state 40. If you cant beat it, join it.

When making a move that just wont launch, I always switch out my ChangeState for state 200. SLP, or X works. I know my triggers will switch states when I press it. So test and see if the move works at all.
If it works when you switch out 200 for 1400 then you know it's your changestate in statedef -1.
If it doesn't work, your changestate may, or may not, work. But you know your move doesn't.

Lots of moves that override jumps get mixed up. Instead of
triggerall = statetype != A
you may want a trigger like
triggerall = pos y >= -5
I'm half asleep right now so what you want is just a tiny bit of pixels above ground level. Mugen may switch the state type to be equal to air. So your trigger wont fire. But if it does switch to state 40, the command in it should activate and work as a back up.
    

Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more

 October 09, 2018, 01:04:23 pm View in topic context
 Posted by Odb718  in MegaMan Zero help: Power Bar, disable Up as jump completely, and more (Started by RedDragonCats17 August 20, 2018, 03:41:51 am
 Board: M.U.G.E.N Development Help

There's nothing wrong with asking questions. I was in your position. I didn't know what I didn't know, so how should I be able to ask the right question.
I started to try to describe my question 2 different ways. Sometimes 3. Cyanide and everyone else on the forum helped me out for years. Sometimes I go back and read my old posts and laugh at the ways I'd ask questions.
We dont know what you dont know.
Say each part of your problem. Say what you want, Say what you got, and say what's good and bad. Then the more questions you can throw at us the better/easier it'll be. We need to know where youre going and where youre at to get you there, but it's a little more than that.

Rereading my messages, I feel like I came off like I'm coming down for you. Please dont feel that way. I'm sorry if you did/do.

DeathScythe is right. I'm not sure if you know exactly what was going on with the code. But reading each bit and kinda having it unravel in your head helps a ton. Guessing/tracking what the variables do is probably the most important part of copying code. Mainly because the value may already be used. Something like this
[State 1020, VarAdd]
type = VarAdd
trigger1 = Parent, Facing = 1
fvar(0) = 2 * const(size.xscale)
Isn't for the average newcomer. You got it working so that says a lot.

As for the rising slash and the double charge shot, make two new posts. One for each of the problems. Be as specific with each question as you can, then ask the same idea a second way. It'll help triangulate the point of the problem. Keeping the two issues separated could also avoid any confusion the person reading it may have.

Another thing, if you use Ctrl+C, and set debug mode to on in the settings your life will be much easier. You'd have seen blue boxes instead of red and figured it out instantly. (but maybe the blue blended in with the fx)
    

Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more

 October 09, 2018, 07:48:32 am View in topic context
 Posted by Odb718  in MegaMan Zero help: Power Bar, disable Up as jump completely, and more (Started by RedDragonCats17 August 20, 2018, 03:41:51 am
 Board: M.U.G.E.N Development Help

Add the hitboxes to the animation?
What does anim 1021 have to do with any of this problem?

You never come out and just ask an honest question. You just tell us attributes of whats going on and say, Got any ideas?
You seem to be doing useless edits. Changing the number of the animation does nothing except possibly corrupting more code and using an incompatible animation. 
 
The hitdef you think doesnt have any values seems completely normal to me. What exactly do you mean by this sentence, "There doesn't seem to be any value in the hitdefs or anything."? You mean it's not hitting P2? If there's no red boxes it'll never hit P2.

Taking into consideration this complete mess and your level of debugging. I'm thinking you DO have hitboxes in the animation. I think you have no clue where to place your beams. And because it's scaled to 999%, the boxes are off screen. So reduce the size of the beam and get it on screen. Work forward, IN SMALL STEPS, from there.
    

Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more

 October 08, 2018, 09:32:12 am View in topic context
 Posted by Odb718  in MegaMan Zero help: Power Bar, disable Up as jump completely, and more (Started by RedDragonCats17 August 20, 2018, 03:41:51 am
 Board: M.U.G.E.N Development Help

Three things jump out at me reading through that book you posted.

[State 1015, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Invisible


trigger1 = Name = "Shadow Omega Zero"
trigger1 = AuthorName = "N-Mario"

size.yscale = 10000
size.ground.back = 0
size.ground.front = 0
size.air.back = 0
size.air.front = 0

If the name and author name aren't the exact same it's not going to fire. Might want to change that.
I believe that assertspecial is just to make the placement animation invisible. It probably doesnt control much else.
and that size.yscale is a little large. You might want to drop it to 999 for testing.

Next time you post this much code, please break it up into sections and put it in a few spoilers to make it easier for people on the forum.
    

Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more

 October 07, 2018, 12:53:51 pm View in topic context
 Posted by Odb718  in MegaMan Zero help: Power Bar, disable Up as jump completely, and more (Started by RedDragonCats17 August 20, 2018, 03:41:51 am
 Board: M.U.G.E.N Development Help

So are there sprites in the animation?
Are you using Addition to make them clear?
I'm not sure how they'd be invisible without you setting them that way. Did you use an AssertSpecial?
    

Re: Walking Friction Smoke???

 October 05, 2018, 02:42:41 pm View in topic context
 Posted by Odb718  in Walking Friction Smoke??? (Started by BoyBoyz September 22, 2018, 05:04:58 pm
 Board: M.U.G.E.N Development Help

You even looked in the cns files in /Data/ ?
What animation is it using?
    

Re: Walking Friction Smoke???

 October 02, 2018, 03:48:01 am View in topic context
 Posted by Odb718  in Walking Friction Smoke??? (Started by BoyBoyz September 22, 2018, 05:04:58 pm
 Board: M.U.G.E.N Development Help

Search all your cns files for
type = MakeDust
and edit them.
    

Re: Parentvarset/Parentvaradd Question

 October 02, 2018, 03:44:50 am View in topic context
 Posted by Odb718  in Parentvarset/Parentvaradd Question (Started by Nep Heart October 01, 2018, 01:36:19 am
 Board: M.U.G.E.N Development Help

So I take it your counting the helper's hits and adding them up to scale the damage?  What exactly is the problem at this point and what are you trying to get it to do in the long run?
    

Re: PalFX Stopped Working and Parentvarset/Parentvaradd Questions

 October 01, 2018, 08:26:33 am View in topic context
 Posted by Odb718  in Parentvarset/Parentvaradd Question (Started by Nep Heart October 01, 2018, 01:36:19 am
 Board: M.U.G.E.N Development Help

So, it's a MUGEN limitation then. That's a real bummer there.
Besides being 1 tic slow there's nothing that's lost. If you need Helper B to talk to Helper A you can do that. If you need Helper B to talk to P1, you can do that also.

As for the PalFx problem, I can't imagine a problem that wouldn't come from coding. Maybe the SFF got switched to 1.1 or somehow a palette got messed up?
Have you tried creating a basic PalFX for state 200 just to see if it can get an effect on it? If you cant get SLP to blink, or whatever, you might want to poke around Statedef -2 to see if something always messing with the pal.
    

Re: grab problem

 September 29, 2018, 05:37:34 pm View in topic context
 Posted by Odb718  in grab problem (Started by Marc123456789 September 17, 2018, 05:57:27 pm
 Board: M.U.G.E.N Development Help

The 800s are usually set aside for throws. But the animation number and the sprites it uses aren't related like that. The sprites have to be the universal images so the throw works with all the characters set up properly.
Anim 820 is fine.
Sprite 820,0 isn't.
    

Re: grab problem

 September 26, 2018, 07:55:38 pm View in topic context
 Posted by Odb718  in grab problem (Started by Marc123456789 September 17, 2018, 05:57:27 pm
 Board: M.U.G.E.N Development Help

copy and pasting is the problem. You character isn't KFM. The code may work, but the animation is different. The timing is different. Did you copy both animations of the throw? Your sprite of your character will probably disappear. P2 should work though.
Copying KFM's code and using your animations is probably the worst way to do this.

Sprite 820,0 is completely wrong. It NEEDS to be something like 5012,0. It has to be a hit reaction.
These are the images you should be using. Not 820,0.



    

Re: grab problem

 September 25, 2018, 02:16:23 pm View in topic context
 Posted by Odb718  in grab problem (Started by Marc123456789 September 17, 2018, 05:57:27 pm
 Board: M.U.G.E.N Development Help

Not sure how I missed this.
[State 800, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

You dont want control during a throw. Set it to 0. Make sure your other states related to the throw dont have control. P1 and P2 should regain control at the change/selfstates that end the throw.
    

Re: SF3 Evil Ryu

 September 24, 2018, 01:48:54 pm View in topic context
 Posted by Odb718  in SF3 Evil Ryu  (Started by vyn June 18, 2018, 04:30:50 am
 Board: Projects

That intro is fantastic vyn!
You should definitely stack explods on it. Increase the transparency by 50% and duplicate it, and put the second one behind Ryu. Wont be beaten any time soon.