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Odb718

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Messages by Odb718

    

Re: M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5

 April 20, 2018, 12:23:41 pm View in topic context
 Posted by Odb718  in M206 Project Thread: NEW SAGAT CLINCH OPTION VIDEO pag.5 (Started by M206 December 06, 2017, 04:56:42 pm
 Board: Projects

That does look a lot better.

The hook punch. His shorts flash BRIGHT and his thigh doesn't. It may just be me but does the thigh get the color change also? I think because the light source comes from above, when the hook is all the way to his chest, his shorts should be dark. His arm would be covering the light source. The last frame has his right thigh being a little darker at his hip. I'd think it'd be like that the entire time?
    

Re: Character freezes when doing a shoryuken.

 April 20, 2018, 08:55:09 am View in topic context
 Posted by Odb718  in Character freezes when doing a shoryuken. (Started by Mr. Nate April 19, 2018, 12:15:01 am
 Board: M.U.G.E.N Development Help

I have to admit I didn't read your changestate 100%. I saw that the things that are usually there, are there. What you have is wrong.

[State 0, ChangeState]
type = ChangeState
trigger1 = statetype = A
trigger1 = pos y + vel y >= 0
value = 0
ctrl = 0

needs to be

[State 0, ChangeState]
type = ChangeState
trigger1 = statetype != S ;you had it as air but never switched to air
trigger1 = vel y >= 0
trigger1 = pos y >= 0
value = 0
ctrl = 1

Adding the posset just before the changestate will not guarentee that P1 will be exactly at y = 0 too. You'll need to do a velset above the posset. Set the velocity y to 0, then the pos y to 0. You'd want to have
    

Re: Problem adding Sprites to SFF

 April 19, 2018, 10:51:51 pm View in topic context
 Posted by Odb718  in Problem adding Sprites to SFF (Started by Shakapp April 17, 2018, 04:51:55 pm
 Board: M.U.G.E.N Development Help

You'll probably need to add the palette switch to state 5900 after the change.
    

Re: Character freezes when doing a shoryuken.

 April 19, 2018, 07:57:54 am View in topic context
 Posted by Odb718  in Character freezes when doing a shoryuken. (Started by Mr. Nate April 19, 2018, 12:15:01 am
 Board: M.U.G.E.N Development Help

So with a "landing" state, I usually like to do 2 things. I allow P1 to hold down and go straight into crouching, and I like P2 to be able to guard. I set this up in my landing states. Because you're landing an easy thing to do is switch it to your actual landing state. State 52. This will usually make it easier on you.

But yeah, you could add a posset so Y is set to 0 and you'd be good.
Give it the same exact triggers as your changestate.

One tip is you might want to organize your states in the actual order that they'll happen. You have your statetypeset above your hitdef, but the hit happens before it. In the long run it's good practice. Sometimes the order can actually mess up the way mugen figures everything out. It's extremely rare you have to have something that's figured out after something else above it. It's very common to need things in chronological order. Ctrl+X then Ctrl+V makes things easy.
    

Re: Character freezes when doing a shoryuken.

 April 19, 2018, 12:53:25 am View in topic context
 Posted by Odb718  in Character freezes when doing a shoryuken. (Started by Mr. Nate April 19, 2018, 12:15:01 am
 Board: M.U.G.E.N Development Help

[State 0, ChangeState]
type = ChangeState
trigger1 = statetype = A
trigger1 = pos y + vel y >= 0
value = 0
ctrl = 0    ;<<<<<No control is set here. Change it to 1
    

Re: Problem - editing EX moves

 April 19, 2018, 12:48:42 am View in topic context
 Posted by Odb718  in Problem - editing EX moves (Started by argyone April 18, 2018, 11:47:48 am
 Board: M.U.G.E.N Development Help

argyone, like Bejeeta mentioned, when you want to get rid of something you can use Null.
When you first edited your changestate, you deleted the value. The value HAS to be there. That's why you were getting an error.
If using Null gives an error, I usually comment out the entire move rather than deleting it. Like So:
Code:
;[State -1, Reppu Ken]
;type = ChangeState
;value=Ifelse((command="ReppuKenEX")&&var(20) <= 60&&power>=500,0,1000)
;triggerall=!AILevel && RoundState=2 && StateType != A && Ifelse(!var(20),!Numhelper(1005),Numhelper(1005)<8)
;triggerall=(var(45)=0&&(command="ReppuKen1")||(command="ReppuKen2")||(command="ReppuKen3")||(command="ReppuKenEX"&&power>=500&&var(20) <= 60))
;trigger1=ctrl || StateNo=40 || StateNo=52 || (StateNo=[100,101])
;trigger2=var(5)
;trigger3=(stateno = [200,450]) && movecontact && (command="ReppuKenEX"&&power>=500&&var(20) <= 60)
This is probably the easiest, safest way to get rid of a move. The good part is you can put it back in later if need be.

This isn't the best changestate I've seen. Trigger3 has the same checks that are listed in the triggerall. Furthermore it'd seem like ReppuKen 1 2 & 3 will probably be a very similar motion with just X+Y, Y+Z, X+Z being different. This could be consolidated down to just having the same name for the 3 inputs IF they only have the same outcome. As in, all 3 different commands are only used to switch to state 1000. On top of ALL of this, it looks like it switches to state 0....
This whole entire changestate is so convoluted it's ridiculous.
If you have two values in your changestate, it's probably just easier to make TWO changestates. 
    

Re: Problem adding Sprites to SFF

 April 19, 2018, 12:31:43 am View in topic context
 Posted by Odb718  in Problem adding Sprites to SFF (Started by Shakapp April 17, 2018, 04:51:55 pm
 Board: M.U.G.E.N Development Help

If the sprites are HD you'll need to save as Mugen 1.0+ sffv2. Sometimes Fighter Factory messes up a little and you save as winmugen.
What you need to do is go to Sprites > Save As. Save as a completely new name.
Close the character in Fighter Factory.
Go to the folder in Windows, and rename the two sff files so the old one is named backup, and the new one has the name that's listed in the *.def file.
Reopen the character.
The sprites should be good.
    

Re: Character freezes when doing a shoryuken.

 April 19, 2018, 12:26:47 am View in topic context
 Posted by Odb718  in Character freezes when doing a shoryuken. (Started by Mr. Nate April 19, 2018, 12:15:01 am
 Board: M.U.G.E.N Development Help

Spoiler, click to toggle visibilty

Frame 3: ?????????
Frame 4: ?????????

trigger1 = animelem = 3  ;This needs a 3rd frame. So does = 4.
You can duplicate Frame 2 and adjust the animations times as you need. Or you can switch the triggers to Time = 12 or whatever tic Thomas should be going up and turning to idle.
    

Re: need help with second part iori's flame disentangle

 April 19, 2018, 12:18:39 am View in topic context
 Posted by Odb718  in need help with second part iori's flame disentangle (Started by javonlouis April 16, 2018, 10:51:44 pm
 Board: M.U.G.E.N Development Help

You should only need the Type in the StateDef.
The only time statetypeset needs to be changed is when you switch, from standing, crouching, or air, in the middle of the move. You put the value of what the character is doing.
    

Re: Rapid Punch TargetBind Help

 April 19, 2018, 12:13:26 am View in topic context
 Posted by Odb718  in Rapid Punch TargetBind Help (Started by All-Star Platinum April 16, 2018, 10:06:05 pm
 Board: M.U.G.E.N Development Help

It needs to be the position of P2, not the check.
    [State 1220, TargetBind]
    type = TargetBind
    trigger1 = 1 ;this can be Time = 1
    time = 1      ;and this would be how many tics it should stay still for
    id = -1
    pos =floor(target,const(size.ground.front)+30),0

PlayerPush isn't the best work-around for this. In 2v2, P4 will be able to go through you.
Did you try out the Ctrl+C to see what the clsn boxes were doing? Mess around with the X position with the clsn boxes visible until you get the best value and then turn off playerpush. See what happens then.
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 16, 2018, 11:28:09 pm View in topic context
 Posted by Odb718  in Fighter Factory Studio 3.5.1 (UPDATED April, 07) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Not sure how you're not getting the point at this point...
It's not about learning how. It's about the physical time that it takes.
But you did answer NO. to my question so I guess you're not opposed to it.... . .  .
    

Re: Is it really possible to play mugen on mobile

 April 16, 2018, 11:22:12 pm View in topic context
 Posted by Odb718  in Is it really possible to play mugen on mobile (Started by BookWormGreen April 09, 2018, 03:12:04 am
 Board: Introductions and Guides

Rai Tei, you should be able to handle Mugen 1.0 on win 7 laptops fine. That's unless that laptop should really be running winXP or whatever.
    

Re: need help with second part iori's flame disentangle

 April 16, 2018, 11:11:52 pm View in topic context
 Posted by Odb718  in need help with second part iori's flame disentangle (Started by javonlouis April 16, 2018, 10:51:44 pm
 Board: M.U.G.E.N Development Help

javonlouis you have got to give us far more information on what you mean. You havent even specified if you are talking about P1 or P2.
    

Re: Rapid Punch TargetBind Help

 April 16, 2018, 11:07:53 pm View in topic context
 Posted by Odb718  in Rapid Punch TargetBind Help (Started by All-Star Platinum April 16, 2018, 10:06:05 pm
 Board: M.U.G.E.N Development Help

You may want to try something like
floor(target,const(size.ground.front)+30)
as your value.
I think what's happening is your widths are bumping uglies. Use Ctrl+C to see their widths and collision boxes. If they're both overlapping mugen tries to correct that.
If you have to have P2 "Inside" P1 for the attack to look right, look into PlayerPush.
But the target size front will reposition each enemy and it'll look waaaaay better for each character if you get the math going properly. Experiment with the value you add, or subtract, from it.


    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 16, 2018, 11:00:21 pm View in topic context
 Posted by Odb718  in Fighter Factory Studio 3.5.1 (UPDATED April, 07) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

@David11: It seems your player 2 died. Is the projectile doing less than 19 damage? Try testing with the damage set to 1,0 and try blocking it. You basically said that anyone running mugen 1.0+ wont feel the effects of 30,000 projectiles and 30,000 hitboxes. I doubt 20, 30, or even a whopping 35 collision boxes per tic could influence the game.  I still dont get why people act like it's 1999 and PCs can't handle more.

@Darkflare: I hope you're not taking potshots at me. 2,200 sprites is 3 characters worth of hitboxes. That's just the sprites. Not multiple animations per special or anything else.

For the people who argue against this, What if VirtuallTek figured out a way of putting a hitbox on the head and 1 for the body. Would you be anti-automation then?
    

Re: Budge the homunculus by JabSphere

 April 15, 2018, 11:54:01 pm View in topic context
 Posted by Odb718  in Budge the homunculus by JabSphere (Started by JABSphere94 April 12, 2018, 12:39:46 am
 Board: Your Releases, 1.0+

This is a pretty interesting character. One thing I noticed is that buff system is a lot of buff. A 3 hit combo is doing 180+ damage.
I would really like to see this character become a Grappler type.
I like that the clothes line breaks when you fall into it.
I made an alt palette.
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 15, 2018, 11:32:22 pm View in topic context
 Posted by Odb718  in Fighter Factory Studio 3.5.1 (UPDATED April, 07) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

I wont go in on hitboxes, we all know I have my own idea about how Mugen's hitboxes should be set up.
But I will say, the auto-hitboxes would be a blessing if you could control How Many hitboxes are used.
If you could define it as 2, 3, 4, or 5, It'd make editing those boxes soooo much faster. You'd only have to pull one or two corners a frame.
One of the main reasons I stopped work on Roberto from Rival Schools is how many thousands of hitboxes I was making.
On average I use 4 hitboxes per sprite. He's got 2,287 sprites for his body alone.
8,000 hitboxes takes a little while to drag into position. Even at 1 hitbox a second it's over 2 solid hours of drawing hitboxes.
and I still have work on Akira and Hyo......

The 20 hitboxes used in that one frame is excessive. You could use 6 or 7 and cover it just as tight. Which most devs would only use 2 or 3.
To me, that's antiquated laziness.
    

Re: Taunt Issue

 April 15, 2018, 11:06:53 pm View in topic context
 Posted by Odb718  in Taunt Issue (Started by GTAguy April 15, 2018, 02:19:18 pm
 Board: M.U.G.E.N Development Help

Activate debug using ctrl+d. You'll be able to see what state(s) your character is in.
Do the taunt and remember what state it entered.
Open the cmd file and search for the changestate leading to that number.
More than likely there will be a variable check in the triggers. Or something is being checked so it can only happen once.
comment out that line.
Test it out and see if it works the way you want.
    

Re: Stage effects in a character CNS

 April 15, 2018, 09:55:42 pm View in topic context
 Posted by Odb718  in Stage effects in a character CNS (Started by Layanor April 15, 2018, 07:52:51 am
 Board: M.U.G.E.N Development Help

What you're asking about is referred to as Parallax Scrolling.
I've done parallax scrolling in the past. But Mugen usually takes care of it in the stage.
My first idea would be to make helpers be each level of parallax scrolling. Then each object would be spawned in that group. None of the explods would move because of the parallax scrolling, only the helper. This way, that entire group moves in unison.

Why are you building the entire stage in the character? What's going to happen when the character fights itself?
    

Re: MegaMan charge attacks, win poses against certain characters + more

 April 15, 2018, 09:56:05 am View in topic context
 Posted by Odb718  in MegaMan charge attacks, win poses against certain characters + more (Started by RedDragonCats17 April 05, 2018, 03:02:57 am
 Board: M.U.G.E.N Development Help

Why in the hell are you using a -2 state for such easy check?
Simply do the check once in the winpose activation state so it triggers the correct pose. No need to waste or use a variable.
I always thought that once the round is over there's no enemy. I could be mistaken, but I'm pretty sure