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Odb718

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Messages by Odb718

    

Re: Street Fighter 6 WIP by Mr. I and Violin Ken

 April 20, 2024, 05:01:38 pm View in topic context
 Posted by Odb718  in Street Fighter 5 & 6 WIP by Mr. I and Violin Ken (Started by Violin Ken September 14, 2023, 10:19:19 pm
 Board: Projects

Awesome fight. Have you thought about trying to make a standard animation for your Supers hit reactions??
    

Re: How to make a JUS/2D character in PC?

 April 20, 2024, 04:51:23 pm View in topic context
 Posted by Odb718  in How to make a JUS/2D character in PC? (Started by wolly April 20, 2024, 11:57:36 am
 Board: M.U.G.E.N Discussion

wolly, It can look exactly like the tablet. But you have to copy the images perfect if you want them perfect. Then you have to make a palette to make sure 2 colors don't become 1 inside of mugen.
If you're starting out, I'd suggest editing a character close to the one you want to make.

To create the mugen character you want to use Fighter Factory 3.
I don't know how to extract frames from a game on a tablet.
    

Re: Clone character problem

 April 20, 2024, 01:16:25 pm View in topic context
 Posted by Odb718  in Clone character problem (Started by Asasd April 19, 2024, 07:44:01 pm
 Board: M.U.G.E.N Development Help

Did you get it fixed?
    

Re: how do i insert sounds into the playsnd sctrl?

 April 20, 2024, 01:12:44 pm View in topic context
 Posted by Odb718  in how do I insert sounds into my character animations (Started by jamestheepic April 17, 2024, 06:44:09 am
 Board: M.U.G.E.N Development Help

So, I've recently figured out where my sounds go in: in scripts. the only problem is that I don't know which part of the script to put it in. so I would like to ask you if you know where to put the command in or if you know the little slew of text that allows me to put the sound in.
Thank you.
It seems like you might want to read this
http://mugenguild.com/forum/topics/mugen-101-things-you-need-know-169758.0.html
Reading the first post should help you understand a lot of things really fast.

But it sounds like you just want to know how to put a sound into a specific move. So first thing you need to know is how to find out where that move is.
If you press CTRL+D it'll bring up the debug info. Do the move and you should see the values change. Watch what State you enter when you do the move.
Open the char with Fighter Factory and in the CNS file search for that number plus
]
so something like 718]
Use Ctrl+F to bring up the search bar in Fighter factory.
Somewhere in that state you'll see Anim=718 or whatever value it is. Type that value in the search bar, then switch to the AIR file. It'll look like the movie icon. Press enter and it should bring you to the anim 718. Press play, or scrub the bar to watch the animation. If it matches your move you need then you're in the right spot.
If it doesn't keep doing this ^^ process until you find your move.

Now you need to have your sound play.

[State 0, PlaySnd]
type = PlaySnd
trigger1 =
value = S0,0
volumescale = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause = 1
;persistent =

is Fighter Factory's default playsnd, but all you need is

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 718
value = S7,18

Put that inside the State and change the 718 and S7,18 to what you need. Did you do what DeathScythe said, or are your sounds already in the snd file and you just want to add it to that move??
    

Re: Re-Indexing Palette from existing sprites to use on another character

 April 19, 2024, 08:46:23 am View in topic context
 Posted by Odb718  in Re-Indexing Palette from existing sprites to use on another character (Started by darkirondestroyer April 18, 2024, 11:23:44 pm
 Board: Sprite Projects

This is more than a reindex. The new sprites aren't color separated the same as the base sprites. You'll either have to accept colorloss or do a CS on them.
0_1100-7 has a minor issue with the wrist band and hair. The biggest area is the legs. Your main sprite's legs has at least 1 color in the arms, but has a much higher total than the new sprites being added.
    

Re: Help creating Stages, already got the visuals.

 April 06, 2024, 06:10:02 am View in topic context
 Posted by Odb718  in Help creating Stages, already got the visuals. (Started by Golcha April 01, 2024, 06:53:25 am
 Board: M.U.G.E.N Development Help

Those last two look amazing!
What part of the stage building do you need help with??

Usually, if you don't know where to start, the best idea is to open up a pretty simple stage. Look at the def file and the sff and see how it's working.
    

Re: Fall.defence_up not working

 April 05, 2024, 12:15:38 am View in topic context
 Posted by Odb718  in Fall.defence_up not working (Started by TheMattyDev March 26, 2024, 08:50:13 am
 Board: M.U.G.E.N Development Help

use a 3rd character and watch the states they both enter when getting tripped and when the move hits and see if there's a different state.
dont forget to use Ctrl+C to see if the hitboxes change colors too
    

Re: My Okizeme Taunt option doesn't work consistently, what's wrong with its code?

 March 28, 2024, 11:23:45 pm View in topic context

Is the move idea possible in this engine? Should the move's hitbox start faster and last longer if it's supposed to catch grounded foes when they can be hit with OTGs, and aren't getting up invincibly yet?

Ideally the move should end right when the foe is getting up, so this character can't do this AND put out attacks to hit the foe as he's getting up, but this move is inconsistent. Sometimes it works, sometimes it fails to hit, sometimes it works and lets you act again before the foe is up.
I don't see why it wouldn't work. But like PlasmoidThunder mentioned you want to make sure the move CAN hit P2.
Also if you're trying to time a taunt to end based off of P2, I don't see that in your code. You'll need to check P2's state no and maybe anim.

If you're trying to not let P1 do the move a 2nd time while P2 is getting up, you could make a variable to watch when P2 isn't in a hitstate and reset the var to 0. Then the taunt sets it to 1.


But maybe the animation is too short?
I'd make the animation into 2 parts. Extend the hit, and then have the ending animation. You'd change to the end if the move hits or P2 gets up or due to time.
    

Re: Fall.defence_up not working

 March 26, 2024, 10:33:00 pm View in topic context
 Posted by Odb718  in Fall.defence_up not working (Started by TheMattyDev March 26, 2024, 08:50:13 am
 Board: M.U.G.E.N Development Help

Most characters are using
fall.defence_up = 50
What value are you at?

check both
defence = 100         ;defensive power (more is stronger)
fall.defence_up = 50  ;Percentage to increase defense everytime player is knocked down

Maybe defence is so low it's not a factor?
    

Re: I use HELPER for advice on how to use afterimage

 March 21, 2024, 02:58:41 am View in topic context
 Posted by Odb718  in  I use HELPER for advice on how to use afterimage (Started by kindpot March 20, 2024, 11:14:20 pm
 Board: M.U.G.E.N Development Help

Don't forget about Mugen Class. You can look up stuff to see if you're missing something.
https://mugenguild.com/forum/topics/afterimage-sctrls-169347.0.html
It sounds like your frame gap might want to be set to 1 or 0?
framegap = value (int)
        Every value'th frame in the history buffer will be displayed as an afterimage. For instance, if framegap = 4 (the default), then the first, fifth, ninth, ... frames of the history buffer will be displayed as afterimages.

Some people do end up using helpers for specific effects for after images. But if you just want 1 color, you should be able to just use After Image and not need a helper.
    

Re: Character-Specific Pause Menu won't work

 March 07, 2024, 06:35:01 pm View in topic context
 Posted by Odb718  in Character-Specific Pause Menu won't work (Started by SonicSkills March 02, 2024, 08:00:05 pm
 Board: M.U.G.E.N Development Help

You can't use
type = U
?
    

Re: My Okizeme Taunt option doesn't work consistently, what's wrong with its code?

 March 07, 2024, 06:30:02 pm View in topic context

Try changing the Juggle = 1 to 0?
The givepower at -1000 might also be an issue? Like if P2 only has 400, mugen might not allow it to happen?

attr = S, NA     ; you might want to make it a special or a hyper?

Try changing the givepower to a smaller number and see if it works more often. Change some of these and keep testing to try and find what's stopping it from working. Use Ctrl+D and C to see the stuff too.
    

Re: Problems with Win Quotes against characters

 March 05, 2024, 03:53:00 am View in topic context
 Posted by Odb718  in Problems with Win Quotes against characters (Started by 1nonly February 29, 2024, 08:00:03 pm
 Board: M.U.G.E.N Development Help

What he's trying to say is if you followed the link for
matchover
You'll see it'll post a number. You have mugen trying to see if matchover equals a word, aka a string.
These are 2 different types of info for mugen. Think of it like it wants a telephone number and you gave it a street address. It just wont figure anything out.

It doesn't take a ton of work to get it working at all. You just have to know what tools to use and why you use THOSE tools.

Im guessing you want something like

[State 180, Win Quote Set]
type = VictoryQuote
trigger1 =  (enemy,name = "Jin Kazama") && (matchover  = 1)
value = 25
    

Re: Explods doesnt appear when in a custom state (from a non-targetstate, state)

 February 07, 2024, 02:03:34 am View in topic context
 Posted by Odb718  in Explods doesnt appear when in a custom state (from a non-targetstate, state) (Started by Zoaker February 06, 2024, 11:23:06 pm
 Board: M.U.G.E.N Development Help

Change this selfstate to a changestate and see if it shows up. 
[State 200, End]
type = selfState
trigger1 = backedgebodydist < 5
value = 426

You can also change the physics of 426 to N and change it's selfstate to extend the time so you can tell that it's changing. 1/10 of a second is pretty fast.
    

Re: Flying Felon crashes when cody perform this move!

 January 27, 2024, 06:53:59 am View in topic context
 Posted by Odb718  in Flying Felon crashes when cody perform this move! (Started by Keymon2324 January 16, 2024, 08:09:40 am
 Board: M.U.G.E.N Development Help

Check out var(29).
anim=3700+ Var(29)*10000
You might want to put that as it's own ChangeAnim also.

If it's consistently crashing, comment out chunks of the code and see if it crashes. If it doesn't crash, comment it back in and comment out another chunk of the code.
I dont see anything too crazy. Just small stuff like
moveguarded&&time>=15 should probably be
moveguarded && (time>=15)

----


[State 6034, HyperBG]
type=helper
triggerall = !numhelper(6034)
trigger1 = AnimElem = 2
helpertype=normal
stateno=6031
ID=6034
name="HyperBG"
postype=Back
supermovetime=99999
pausemovetime=99999
ownpal=1
ignorehitpause=1
size.xscale=0.6
size.yscale=0.6

Change this to what I have too
    

Re: Street Fighter 6 WIP by Mr. I and Violin Ken

 January 27, 2024, 05:04:40 am View in topic context
 Posted by Odb718  in Street Fighter 5 & 6 WIP by Mr. I and Violin Ken (Started by Violin Ken September 14, 2023, 10:19:19 pm
 Board: Projects

Wow!
    

Re: Idle/Waiting Animation change

 January 27, 2024, 04:59:26 am View in topic context
 Posted by Odb718  in Idle/Waiting Animation change (Started by SithAngel January 24, 2024, 07:30:31 pm
 Board: M.U.G.E.N Development Help

If you want the timing to change you can set a variable at time = 0 that's random.
Then if you don't want that specific timing after the animation changes, you can trigger a changestate back to state 0.
You'd use
[State 0, 5] 
type = ChangeState
trigger1 = Anim = 1 && AnimTime = 0
value = 0
So that the time would reset.

[State 0, Health Stance Change]
type = ChangeAnim
triggerall = Anim != 2   ;add this so the animation doesn't pop on the changestate
trigger1 = life <= 350
value = 2
 
    

Re: Flying Felon crashes when cody perform this move!

 January 20, 2024, 12:50:55 am View in topic context
 Posted by Odb718  in Flying Felon crashes when cody perform this move! (Started by Keymon2324 January 16, 2024, 08:09:40 am
 Board: M.U.G.E.N Development Help

Did you find out the StateDef and read through it yet?
    

Re: Flying Felon crashes when cody perform this move!

 January 18, 2024, 05:30:42 am View in topic context
 Posted by Odb718  in Flying Felon crashes when cody perform this move! (Started by Keymon2324 January 16, 2024, 08:09:40 am
 Board: M.U.G.E.N Development Help

If you're looking to remove the problem, you can comment out the ChangeState in the cmd file.
If you want to fix the bug it gets more complex.
But both ways need you to track down what StateDef the move is. To find the move, learn what inputs cause the crash. Lets pretend the commands are: D,DF,F, x
Like a normal fireball. In the cmd file find all the moves that are d,df,f, x and use Search (ctrl+f) in fighter factory 3 or notepad to find the name of the move.
[Command]
name = "hadouken_x"
command = ~D,DF, F, x
so you'd search for
"hadouken_x"
and it should bring you to something like
Spoiler, click to toggle visibilty
You can put
;
in front of all the lines of the changestate to stop it from working.
Let me know if you want to try and fix the error in StateDef 1000 or what ever it turns out to be. Probably in the 3000 area.
    

Re: Street Fighter 6 WIP by Mr. I and Violin Ken

 January 16, 2024, 08:18:38 am View in topic context
 Posted by Odb718  in Street Fighter 5 & 6 WIP by Mr. I and Violin Ken (Started by Violin Ken September 14, 2023, 10:19:19 pm
 Board: Projects

JP Looks fantastic.
I'd be interested in sprites for Kimberly and Lily.
Keep up the awesome work!