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Odb718

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Messages by Odb718

    

Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)

 June 17, 2019, 08:21:28 am View in topic context
 Posted by Odb718  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Bah! I got super hyped that it was updated June 16th and today's June 17th...
Well that year flew by pretty fast. <_<
    

Re: New Cns error?

 June 14, 2019, 11:16:55 pm View in topic context
 Posted by Odb718  in New Cns error? (Started by Mark85 June 09, 2019, 06:50:52 pm
 Board: M.U.G.E.N Development Help

The clipboard thing might be a conflict from mugen 1.1 to 1.0. I believe 1.1 can post more things to the clipboard. So if you brought that chunk of code in, it could cause problems. Use ctrl+F to find any instance of displaytoclipboard and knock it down to 2 or 3 things for testing.
    

Re: Adding hidden characters

 June 14, 2019, 12:48:51 pm View in topic context
 Posted by Odb718  in Adding hidden characters (Started by Good_Wall533 June 08, 2019, 05:17:08 pm
 Board: M.U.G.E.N Configuration Help

    

Re: "Lines" appearing on stages

 June 14, 2019, 12:45:51 pm View in topic context
 Posted by Odb718  in "Lines" appearing on stages (Started by DeathScythe June 11, 2019, 12:19:49 pm
 Board: M.U.G.E.N Configuration Help

So  no. Not without redoing a ton of stuff which will probably cause the same issue.
The way the stage is made is it's cut up into squares/rectangles and put on screen. The problem is caused by your screen. Mugen tries to post everything on screen, but the math pops out of place randomly.

You might want to try turning debug to 0 in the stage. It might help hide the line. It wont be neon pink.
    

Re: A code that lowers the POWER instead of the health when hit

 June 13, 2019, 09:38:49 pm View in topic context
 Posted by Odb718  in A code that lowers the POWER instead of the health when hit (Started by ziaker May 28, 2019, 12:50:41 am
 Board: M.U.G.E.N Development Help

Using an explod might work the best for what you're trying to do.

Set up your power and have it look for an explod with an ID.

[State 0, PowerAdd]
type = PowerAdd
triggerall = numexplod(718) = 0
trigger1 = var(1) >=499
value = 1,987,654,321
ignorehitpause = 1
;persistent =

Obviously you need to switch up those values. The explod will be spawned by/in Statedef -2 when your hit. You'll set up it's
removetime =
to be what ever tics you want the PowerAdd to NOT WORK for.
The Var(1) will be how you count how many total tics the poweradd works for. You'll probably want to check the numexplod(718) in the varset/add also.
    

Re: Kind of a stupid question

 May 30, 2019, 08:54:22 pm View in topic context
 Posted by Odb718  in Kind of a stupid question (Started by GeorgeMP May 25, 2019, 02:35:56 am
 Board: M.U.G.E.N Development Help

I mean you can use VLC and take screen shots. I think Irfanview can extract all the frames of certain videos.
As for the audio, if the video's on youtube you could use an online website to just download the mp3. I dont know of any program to just extract audio from a video source. I'm sure there are tons, I've just never had to do it.

What exactly were you thinking about doing?
    

Re: Rock type characters help: Running and shooting animations

 May 24, 2019, 09:47:24 am View in topic context
 Posted by Odb718  in Rock type characters help: Running and shooting animations (Started by RedDragonCats17 May 21, 2019, 08:29:55 pm
 Board: M.U.G.E.N Development Help

You seem to have jumbled up what Altoid said and thinks you did.

You can also just have your attacks in the same state as your movement (so you never leave the state).  Just be sure to use StateTypeSet, you can change to a specific animelem by using the "Elem" parameter.
The walk state should have a VelSet controller, so you just need to adjust the triggers so that it continues applying forward velocity when you change to the shooting anim.

The way you seem to be doing it, probably isn't how any of us imagined to do it. But it does make sense.
All you need to do is check if P1 is holding forward to change the animation to walking. Nothing else needs to affect it walking right?
You're going to run into a few problems using a state that usually stands still.
#1, what happens if P1 presses forward in the middle of the regular state 200 animation???
#2, what happens if P1 lets go of forward in the middle of the walking shoot animation???

Because you want this one state to be loaded 2 different ways, through 2 different ways of loading it, You're going to need to be able to check which way you came in.
PrevStateNo
is an obvious choice. It has it's weak points.

To cut a lot of headaches out, Duplicate your 200 state, rename it, and switch to that while walking.
Make sure you reset the variable right above your changestate when you leave the state. You dont want to cause issues with it not knowing what sprite to load up because it didn't start at 0 the 2nd time around.

Is
physics = N 
How you originally had the state? Or did you switch it because of what I mentioned? Mega Man has some odd physics, but usually a standing attack has
physics = S
because it's standing.
    

Re: Rock type characters help: Running and shooting animations

 May 24, 2019, 01:01:43 am View in topic context
 Posted by Odb718  in Rock type characters help: Running and shooting animations (Started by RedDragonCats17 May 21, 2019, 08:29:55 pm
 Board: M.U.G.E.N Development Help

First off, I'm not sure where/what state you're using for this. But why aren't you setting the velocity in the StateDef????
You should be able to answer this question. It's to get you to realize what you actually need to do. You want the velocity set for the entire time you're in the state right???
Spoiler, click to toggle visibilty

Why do you think you need TWO triggers for your velset?
    

Re: Rock type characters help: Running and shooting animations

 May 22, 2019, 10:01:45 am View in topic context
 Posted by Odb718  in Rock type characters help: Running and shooting animations (Started by RedDragonCats17 May 21, 2019, 08:29:55 pm
 Board: M.U.G.E.N Development Help

So you still dont know how triggers work?
trigger2 = command = "x"
because pressing X is not required to even move
When trigger 2 happens, the velset happens.

----
First off, I'm not sure where/what state you're using for this. But why aren't you setting the velocity in the StateDef????
What ever you have to do to get into the state, walking or whatever, you've done it.
Now,
If you stop doing it?
You'll switch states.
1 velset should suffice

This isn't even a question man.
    

Re: Elle - New Character

 May 19, 2019, 03:01:51 pm View in topic context
 Posted by Odb718  in Elle - New Character (Started by Sean Altly May 19, 2019, 07:32:49 am
 Board: S.H.A.D.E.s of Manhattan 3

Nice!
I think it'd be a lot better if she did have the scarf. It's something that could be added on at the end.
    

Re: Mortal Kombat Project Problem

 May 19, 2019, 10:34:21 am View in topic context
 Posted by Odb718  in Mortal Kombat Project Problem (Started by IMustKill May 19, 2019, 08:07:43 am
 Board: M.U.G.E.N Development Help

Out of all of that, Editing the controls is probably the problem.
You might want to redownload the character. Rename the current cmd file, and copy the newly-downloaded cmd to the folder. Test that and see what happens.
    

Re: Mortal Kombat Project Problem

 May 19, 2019, 09:29:27 am View in topic context
 Posted by Odb718  in Mortal Kombat Project Problem (Started by IMustKill May 19, 2019, 08:07:43 am
 Board: M.U.G.E.N Development Help

We're going to need a few more details about all this.
You've ONLY added sprites?

Does the character mess up at the start of the round, or after a move?
We can't just tell you what to fix that easy. You've got to give us as many details as possible.
    

Re: Maverick Hunter Zero's Techniques

 May 17, 2019, 12:43:31 pm View in topic context
 Posted by Odb718  in Maverick Hunter Zero's Techniques (Started by RedDragonCats17 May 17, 2019, 11:00:23 am
 Board: Idea Engineering

Hisuishou would get in the way of Zero's air dash, and Hyoroga would prove unfair for the other players, because of the fact that Zero would be hanging on the ceiling. So those 2 are out. Like Raikousen, I'm not sure about Hyouryuushou when it comes to sprites. 
Remember that this is Mugen. Fighting games are never exactly like the cartoons they're based off of, or the platformers, or whatever. You can do whatever you'd like. Just think of ways of balancing early on; It helps out.
If you WERE to make the Hyoroga move, you could make it use the Ultra/Power bar so that it'd stop the player from using it constantly AND it'd take away the possibility of doing an ultra move.

You're making your own thing. Make it fun and how you want it.
    

Re: zoom out

 May 17, 2019, 12:31:03 pm View in topic context
 Posted by Odb718  in zoom out (Started by cake-kun May 17, 2019, 12:14:47 am
 Board: M.U.G.E.N Development Help

I use "runners". I make helpers that move outward and make sure the screen will follow them.
If you know how much zoom you want, you can usually use root distance x to make the helpers stop. If you want to zoom all the way out, just set the velocity you want and it should work.
    

Re: Need Help to Fix Wrong Color Palette on Some Sprites

 May 17, 2019, 12:28:56 pm View in topic context
 Posted by Odb718  in Need Help to Fix Wrong Color Palette on Some Sprites (Started by yudhiyou May 16, 2019, 04:56:49 am
 Board: M.U.G.E.N Development Help

Seems like it's not being saved properly. What you want to do is use Sprites > Save As, and name it something completely different. Make a new file of the sprites. Close FF3 and go into My Computer and go to the folder. Rename the original sff file and rename the new file to the name the def is looking for.
Reopen the char in FF3 and make sure the changes are still there.
    

Re: Need Help to Fix Wrong Color Palette on Some Sprites

 May 17, 2019, 10:34:30 am View in topic context
 Posted by Odb718  in Need Help to Fix Wrong Color Palette on Some Sprites (Started by yudhiyou May 16, 2019, 04:56:49 am
 Board: M.U.G.E.N Development Help

I am using fighter factory version 3.5.4.
Now? The top says Studio. Im using 3.0.2000.2013

One way to test if the change took root is to slide the palette bar left and right again. If it switches to palette 1,1, it should work in game.

One thing about palettes in Fighter Factory is it... it doesnt like KNOW it's changed it. You need to save and reopen the character after making some palette changes. It's hard to explain, but I've ripped out my hair messing with palettes. I'm almost superstitious when it comes to working with palettes.

Another thing is, those blues all seem to be 43,86,172. Make sure your color separation isn't messing up. Switch from 1,1 to 1,2 and see if the changes are correct.
    

Re: Need Help to Fix Wrong Color Palette on Some Sprites

 May 16, 2019, 09:55:42 pm View in topic context
 Posted by Odb718  in Need Help to Fix Wrong Color Palette on Some Sprites (Started by yudhiyou May 16, 2019, 04:56:49 am
 Board: M.U.G.E.N Development Help

Make a back up of you character. Then

Hit this button while looking at the sprite with the palette on 1,1.
Then choose to apply to the group.
Spoiler, click to toggle visibilty
If everything's good it should work normal in game.
    

Re: Need Help to Fix Wrong Color Palette on Some Sprites

 May 16, 2019, 10:51:33 am View in topic context
 Posted by Odb718  in Need Help to Fix Wrong Color Palette on Some Sprites (Started by yudhiyou May 16, 2019, 04:56:49 am
 Board: M.U.G.E.N Development Help

When viewing the sprite(s) that use palette 195,0, When you slide the palette bar over to palette 1,1, Do the colors look normal?

----
by the way, make sure to use the edit button on your posts instead of making a second post. Some spots it's ok, but that's kinda rare. Double and Triple posting arent usually allowed.
    

Re: Need Help to Fix Wrong Color Palette on Some Sprites

 May 16, 2019, 08:55:35 am View in topic context
 Posted by Odb718  in Need Help to Fix Wrong Color Palette on Some Sprites (Started by yudhiyou May 16, 2019, 04:56:49 am
 Board: M.U.G.E.N Development Help

In fighter factory 3, when you look at the sprites, and you move the sliding bar left and right, does the palette change or stay the same number?
    

Re: How to play mugen on console?

 May 15, 2019, 08:38:43 pm View in topic context
 Posted by Odb718  in How to play mugen on console? (Started by varo_hades May 12, 2019, 05:10:13 am
 Board: M.U.G.E.N Configuration Help

You can run Mugen on the original xbox. It's a linux build.
I guess if you have a ps4 that can run linux you might be able to do it.