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Messages by DingusMB

    

Re: Sprite not showing properly in Mugen

 January 07, 2024, 07:11:38 am View in topic context
 Posted by DingusMB  in Sprite not showing properly in Mugen (Started by DingusMB January 05, 2024, 09:25:55 am
 Board: M.U.G.E.N Development Help

I found out that you can change the Format to 1.1 on Fighter Factory (it should've been in the settings...) which lets me see the sprites properly but is there really no way to do palettes for the 16 bit sprites? I swear I've seen "3D" characters do it before...
    

Sprite not showing properly in Mugen

 January 05, 2024, 09:25:55 am View in topic context
 Posted by DingusMB  in Sprite not showing properly in Mugen (Started by DingusMB January 05, 2024, 09:25:55 am
 Board: M.U.G.E.N Development Help

I've been animating a 3D character in Blender, and exported the images as both 8-bit and a 16-bit image just in case.
When the it's loaded into Fighter Factory Studio it has a weird white border around it unless I index the image with GIMP or some other program, if I try and test it without the index the sprite just becomes completely black.
Though when it's indexed the quality is going down tremendously and the colors are becoming different, any ideas how to fix this?

Any help would be appreciated
    

Re: Transparency on a "3D" sprite

 January 03, 2024, 12:36:31 pm View in topic context
 Posted by DingusMB  in Transparency on a "3D" sprite (Started by DingusMB January 03, 2024, 03:42:01 am
 Board: M.U.G.E.N Development Help

Turns out Blender can export an image with transparency so I'll be using that instead.
    

Re: Transparency on a "3D" sprite

 January 03, 2024, 07:44:48 am View in topic context
 Posted by DingusMB  in Transparency on a "3D" sprite (Started by DingusMB January 03, 2024, 03:42:01 am
 Board: M.U.G.E.N Development Help

Yeah but every program I've tried still leaves these small pink pixels around the character and upping the intensity starts making the actual character transparent, is there a good way to clean those up without doing it manually?
    

Transparency on a "3D" sprite

 January 03, 2024, 03:42:01 am View in topic context
 Posted by DingusMB  in Transparency on a "3D" sprite (Started by DingusMB January 03, 2024, 03:42:01 am
 Board: M.U.G.E.N Development Help

https://imgur.com/a/5b1hHp5

Started animating a 3D character to use as a sprite in Mugen, however every transparency tool I've tried is unable to completely remove ALL traces of pink from the background, I thought generating a palette for the sprite in GIMP would help but the result was pretty much the same.

Is there a good way to do this, maybe within FF Studio? Or cleaning it up manually is the way to go?

If anyone here has worked with 3D sprites before I would really appreciate the help!
    

Re: Limit move Hits during specific times

 April 17, 2019, 05:25:35 am View in topic context
 Posted by DingusMB  in Limit move Hits during specific times (Started by DingusMB February 05, 2018, 10:30:12 am
 Board: M.U.G.E.N Development Help

Since Im back now i wanted to post here again, I dont remember if i forgot to reply when i solved it or someone just deleted a bunch of replies.
But I separated the HitDef into 4 different ones and used persistent = 0, its something i do regularly now since you never know
    

Screenpack editing

 April 16, 2019, 07:28:14 pm View in topic context
 Posted by DingusMB  in Screenpack editing (Started by DingusMB April 16, 2019, 07:28:14 pm
 Board: M.U.G.E.N Development Help

Im about to start making one, but before I do, how customizable are screenpacks? Can you remove a few "modes"  from the menu or "options" from the settings?
    

Re: Fighter Factory Studio issues

 April 16, 2019, 07:08:28 pm View in topic context
 Posted by DingusMB  in Fighter Factory Studio issues (Started by DingusMB April 09, 2019, 05:53:00 pm
 Board: M.U.G.E.N Development Help

Oh thats convenient, i got the updated version now and so far so good
Thank you all!
    

Fighter Factory Studio issues

 April 09, 2019, 05:53:00 pm View in topic context
 Posted by DingusMB  in Fighter Factory Studio issues (Started by DingusMB April 09, 2019, 05:53:00 pm
 Board: M.U.G.E.N Development Help

Hey, Im back. I got Fighter Factory Studio since its the newest hot thing right now. But it constantly crashes, either when Im changing animations or deleting a bunch of text from a CNS at once, does it happen to you guys? Fighter Factory 3 never did that, so its weird that the upgraded version does
    

Re: Preset arcade matches?

 May 13, 2018, 05:31:00 pm View in topic context
 Posted by DingusMB  in Preset arcade matches? (Started by DingusMB May 12, 2018, 04:34:34 pm
 Board: M.U.G.E.N Development Help

Oh, thanks! MUGEN characters can just be ported to Ikemen, right? After I finish them I could maybe use it.
Do you have any experience with Ikemen? Is it possible to do the "story mode" thing on it?
    

Re: Preset arcade matches?

 May 13, 2018, 04:40:18 am View in topic context
 Posted by DingusMB  in Preset arcade matches? (Started by DingusMB May 12, 2018, 04:34:34 pm
 Board: M.U.G.E.N Development Help

Oh, thanks for the replies!
Well, the only way I think it would be possible then is several AI-only characters on the arcade that transform based on what you picked, but that would be a bitch to make, right?
If you guys have any idea how it works, can it change the sprite that appears during the "loading" screen for each fight? So it looks legit if I can make it work during the fight?
    

Preset arcade matches?

 May 12, 2018, 04:34:34 pm View in topic context
 Posted by DingusMB  in Preset arcade matches? (Started by DingusMB May 12, 2018, 04:34:34 pm
 Board: M.U.G.E.N Development Help

Can I make it so a character faces off an specific opponent on each fight during the arcade? So I can make a "pseudo-story mode"?
If not are there other, more bothersome ways to do it? Thanks in advance
    

Re: Limit move Hits during specific times

 February 08, 2018, 10:34:05 am View in topic context
 Posted by DingusMB  in Limit move Hits during specific times (Started by DingusMB February 05, 2018, 10:30:12 am
 Board: M.U.G.E.N Development Help

I will, thank you both!
By the way, whats the state for the "diagup" animation?
I dont think its specified in the CNS format thingy, my SelfStates look really bad rn
    

Re: Limit move Hits during specific times

 February 06, 2018, 12:46:10 am View in topic context
 Posted by DingusMB  in Limit move Hits during specific times (Started by DingusMB February 05, 2018, 10:30:12 am
 Board: M.U.G.E.N Development Help

the animation does loop until he reaches the floor, but its intentional (kinda like Kairi from EX2), but when I limit my HitDef with something like a UniqHitCount or a var like you said (a <5 for example), and the move glitches, the same frame will hit the enemy 5 times really quickly and the rest will miss. what i want is something like a hit count limit for each specific frame so that doesnt happen

thanks for replying btw
    

Limit move Hits during specific times

 February 05, 2018, 10:30:12 am View in topic context
 Posted by DingusMB  in Limit move Hits during specific times (Started by DingusMB February 05, 2018, 10:30:12 am
 Board: M.U.G.E.N Development Help

I want to be able to limit how many times an attack is able to hit during a specific state, its an old bug that came back to haunt me, I made a thread about it sometime ago but some guys helping me misunderstood my last post so it just died eventually (probably sounded like i was spamming the move input for it to spawn infinite helpers or something). It happened again, but on a move that resembles a divekick,sometimes if Im above the enemys head before I use it, the same frame keeps hitting him nonstop until hes dead (my animation just freezes) and for some reason it happens more frequently if both players are in the air.

Im thinking something like changing the movetype from A to I after an attack frame lands, and changing it back when the other one starts and just keep repeating it (for multiple hit states), I think its the only way to fix this, is there an efficient way to do this? Also would it fuck up the guard timing for the enemy if the statetype keeps changing during the same move?

Code:
;---------------------------------------------------------------------------
;SpinAir
[Statedef 2000]
type    = A
movetype= A
physics = N
poweradd= 50
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = Time = 0
x = 10
y = 4
ignorehitpause = 1

[State 0, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.4
ignorehitpause = 1


[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 10,0
pausetime = 8 ,10
hitsound = 5,4
guardsound = 6,0
ground.type = High      ;Low,Trip,None
air.type = High
ground.slidetime = 0
ground.hittime = 30
air.hittime = 30
ground.velocity = -10,0
air.velocity = -10,10
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 3
fall = 0
fall.recover = 1
fall.recovertime = 30
air.fall = 1
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 2001
ignorehitpause = 1

here is the code if anyones curious, I dont think anythings out of the ordinary tho

    

P2Facing Helper

 February 01, 2018, 11:00:43 pm View in topic context
 Posted by DingusMB  in P2Facing Helper (Started by DingusMB February 01, 2018, 11:00:43 pm
 Board: M.U.G.E.N Development Help

How can I make a Helper go to a specific state depending on the direction the enemy is facing?
    

Different AffectTeam results

 January 31, 2018, 12:24:36 am View in topic context
 Posted by DingusMB  in Different AffectTeam results (Started by DingusMB January 31, 2018, 12:24:36 am
 Board: M.U.G.E.N Development Help

I have a helper that explodes after a while, I want its HitDef to simply damage and knockback the enemy when it hits him, but change my state to a custom one when it hits me.. Whats the best way to do that?
    

Re: Rekka attempt

 January 28, 2018, 10:36:56 pm View in topic context
 Posted by DingusMB  in Rekka attempt (Started by DingusMB January 28, 2018, 04:39:12 am
 Board: M.U.G.E.N Development Help

Ah thanks it worked out, I used a triggerall = Time > 0
    

Rekka attempt

 January 28, 2018, 04:39:12 am View in topic context
 Posted by DingusMB  in Rekka attempt (Started by DingusMB January 28, 2018, 04:39:12 am
 Board: M.U.G.E.N Development Help

Im trying to do a simple attack similar to Iori's Rekka (that three hit attack if you do qcb+p 3 times) but if I do the second input right after the first one hits, it skips to the third attack, if I wait a little bit it works as intended, how do I fix this? (I didnt put much effort in this yet because Im still deciding whether to use it or not)

;---------------------------------------------------------------------------
;KunaiCombo
[Statedef 1300]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 50
velset = 0,0
anim = 1300
ctrl = 0
sprpriority = 2

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = back          ;light,medium,hard,back,up,diagup
air.animtype = back
damage = 30,0
pausetime = 9 ,9
hitsound = 6,4
guardsound = S2,0
ground.type = High      ;Low,Trip,None
air.type = High
ground.slidetime = 18
ground.hittime = 30
air.hittime = 30
ground.velocity = -4,0
air.velocity = -4,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 3
fall = 0
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = MoveContact
trigger1 = Command = "KunaiCombo"
value = 1301
ctrl = 0
ignorehitpause = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;KunaiCombo2
[Statedef 1301]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1301
ctrl = 0
sprpriority = 2

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = back          ;light,medium,hard,back,up,diagup
air.animtype = back
damage = 30,0
pausetime = 9 ,9
hitsound = 6,4
guardsound = S2,0
ground.type = High      ;Low,Trip,None
air.type = High
ground.slidetime = 18
ground.hittime = 30
air.hittime = 30
ground.velocity = -4,-20
air.velocity = -4,-20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 3
fall = 1
ignorehitpause = 1

[State 0, ChangeState]
type = ChangeState
triggerall = MoveContact
trigger1 = Command = "KunaiCombo"
value = 1302
ctrl = 0
ignorehitpause = 1


[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;KunaiCombo3
[Statedef 1302]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
anim = 1302
ctrl = 0
sprpriority = 2

[State 0, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S,SA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = back          ;light,medium,hard,back,up,diagup
air.animtype = back
damage = 30,0
pausetime = 9 ,9
hitsound = 6,4
guardsound = S2,0
ground.type = High      ;Low,Trip,None
air.type = High
ground.slidetime = 18
ground.hittime = 30
air.hittime = 30
ground.velocity = -4,20
air.velocity = -4,20
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
sprpriority = 3
fall = 0
ignorehitpause = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Parry + Dodge Rolls

 January 27, 2018, 03:25:42 pm View in topic context
 Posted by DingusMB  in Parry + Dodge Rolls (Started by DingusMB January 27, 2018, 03:25:42 pm
 Board: M.U.G.E.N Discussion

Yo its been a while since I posted anything here, Im a bit rusty.
What do you guys think of adding both a 3rd Strike Parry mechanic and a KOF Dodge Roll mechanic in the same character? Is it overkill?
Im afraid the parry would never be used if you could just roll out and dodge the entire move ;w;
I like parries a lot more but then the 6th button would be useless
Thanks wu