YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
eishiba is Offline
Contact eishiba:

eishiba

User

Messages by eishiba

    

newest fighter factory?

 December 15, 2019, 08:24:51 pm View in topic context
avatar  Posted by eishiba  in newest fighter factory? (Started by eishiba December 15, 2019, 08:24:51 pm
 Board: M.U.G.E.N Discussion

Whats the newest Fighter factory? I have fighter factory studio 3.5.3 but all it does is crashes with the 64 bit. Or is there a limit of how much you can add to one character? I have been trying to add a new attack but it seems to crash a little more just from adding sprites.
    

adding from another character

 December 15, 2019, 12:10:45 am View in topic context
avatar  Posted by eishiba  in adding from another character (Started by eishiba December 15, 2019, 12:10:45 am
 Board: M.U.G.E.N Development Help

So I want to add how another character uses an attack to mine. The characters attack I want to use they charge forward with spikes on their elbows and runs across the screen. The attack can be blocked obviously. If it misses, nothing happens but if it connects the character throws the opponent.

The throw itself is written as:

;Alley-oop
[Statedef 800]
type = S
physics = S
movetype = A
anim = 800
velset = 0,0
ctrl = 0

[State 800, Grab]
type = Hitdef
trigger1 = time = 0
attr = S, NT
hitflag = M-
guardflag =
sparkno = -1
priority = 2,Miss
p1stateno = 801
p2stateno = 802
p2facing = 1
guard.dist = -1
fall = 1
fall.recover = 0
givepower = 113

[State 800, End]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 801]
type = S
physics = N
movetype = A
anim = 801
velset = 0,0

[State 801, Width]
type = Width
trigger1 = time = 0
edge = 60,60

[State 801, BindTarget]
type = TargetBind
trigger1 = AnimElemTime(1) = 0
pos = 55,0

[State 801, BindTarget]
type = TargetBind
trigger1 = AnimElemTime(2) = 0
pos = 43,-67

[State 801, BindTarget]
type = TargetBind
trigger1 = AnimElemTime(3) = 0
pos = 24,-83

[State 801, BindTarget]
type = TargetBind
trigger1 = AnimElemTime(4) = 0
pos = -4,-85

[State 801, Life]
type = TargetLifeAdd
trigger1 = AnimElemTime(4) = 0
value = ifelse(var(33)=1,2,1) * -113

[State 801, TargetState]
type = TargetState
trigger1 = AnimElemTime(4) = 0
value = 803

[State 801, Turn]
type = Turn
trigger1 = AnimTime = 0

[State 801, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 802]
type = S
physics = N
movetype = H
velset = 0,0
ctrl = 0

[State 802, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 802

[Statedef 803]
type = A
physics = A
movetype = H
velset = 5,-8

[State 803, Fall]
type = selfstate
trigger1 = Pos Y >= -30
value = 5050


The charge move is written as:

 ;Spike Charge
[Statedef 3000]
type = S
movetype = A
physics = N
velset = 6,0
anim = 3000
ctrl = 0

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = !movecontact
persistent = 1
value = , AP

[State 3000, HitBy]
type = HitBy
trigger1 = anim = 3000
persistent = 1
value = A, HA

[State 3000, Stopping]
type = ChangeAnim
trigger1 = Time >= 36
trigger1 = anim = 3000
value = 3001

[State 3000, Run]
type = PlaySND
trigger1 = timemod = 12,0
value = 3000,5
freqmul = 1.0

[State 3000, Grab]
type = HitDef
trigger1 = time = 0
attr = S, NA
hitflag = MAF-
guardflag = M
priority = 7, Hit
pausetime = 0, 0
guard.pausetime = 0, 15
sparkno = -1
guard.sparkno = -1
guard.dist = 60
getpower = 50, 0
givepower = 50, 0
p2facing = 1
p1stateno = 801
p2stateno = 802

[State 3000, End]
type = ChangeState
trigger1 = animtime = 0
trigger1 = anim = 3001
value = 0
ctrl = 1



Obviously I'm using a different character and it will have different animations but the idea will be the same. The throw I plan to use is written as:

[Statedef 770]
type = S
movetype = A
physics = N
juggle = 0
poweradd = 30
ctrl = 0
velset = 0,0
anim = 770
sprpriority = 1

[State 770, 0]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
damage = 7
hitflag = M
pausetime = 0,0
sparkno = -1
p1sprpriority = 0
hitsound = 1,1
guardsound =1,1
ground.type = High
p1stateno = 775
p2stateno = 780


[State 770, 1]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
ctrl = 1
;------------------
[Statedef 775]
type = S
movetype= A
physics = S
anim = 775
poweradd = 6

[State 775, 0]
type = HitDef
trigger1 = time = 0
attr = S, NT
damage = 6
hitflag = M
pausetime = 0,0
sparkno = -1
p1sprpriority = 1
hitsound = 1,1
ground.type = High

[State 775, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 89.5, -8

[State 775, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 32, 41.5

[State 775, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 45, -57

[State 775, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -52.5, -140

[State 775, Turn]
type = turn
trigger1 = AnimTime = 5

[State 775, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -78

[State 775, Throw]
type = TargetState
trigger1 = AnimElem = 4
value = 781

[State 775, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------
[Statedef 780]
type = S
physics = N
movetype = H
velset = 0,0
ctrl = 0

[State 780, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 780

[Statedef 781]
type = A
physics = A
movetype = H
velset = 5,-8

[State 781, Fall]
type = selfstate
trigger1 = time = 0
value = 5050
ctrl= 1

So what would changes would I need to make to have my character use this?
    

More Mugen throw issues

 November 02, 2019, 06:04:06 pm View in topic context
avatar  Posted by eishiba  in More Mugen throw issues (Started by eishiba November 02, 2019, 06:04:06 pm
 Board: M.U.G.E.N Development Help

So after doing the throw the opponent gets stuck in the air.

https://www.youtube.com/watch?v=5yzHaWQ4_ug

[Statedef 770]
type = S
movetype = A
physics = N
juggle = 0
poweradd = 30
ctrl = 0
velset = 0,0
anim = 770
sprpriority = 1

[State 770, 0]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
damage = 7
hitflag = M
pausetime = 0,0
sparkno = -1
p1sprpriority = 0
hitsound = 1,1
guardsound =1,1
ground.type = High
p1stateno = 775
p2stateno = 780


[State 770, 1]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
ctrl = 1
;------------------
[Statedef 775]
type = S
movetype= A
physics = S
anim = 775
poweradd = 6

[State 775, 0]
type = HitDef
trigger1 = time = 0
attr = S, NT
damage = 6
hitflag = M
pausetime = 0,0
sparkno = -1
p1sprpriority = 1
hitsound = 1,1
ground.type = High

[State 775, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 89.5, -8

[State 775, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 55, 41.5

[State 775, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 70, -57

[State 775, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -52.5, -140

[State 775, Turn]
type = turn
trigger1 = AnimTime = 5

[State 775, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -78

[State 775, Throw]
type = TargetState
trigger1 = AnimElem = 4
value = 21

[State 775, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------
[Statedef 780]
type = S
physics = N
movetype = H
velset = 0,0
ctrl = 0

[State 780, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 780

[Statedef 780]
type = A
physics = A
movetype = H
velset = 5,-8

[State 780, Fall]
type = selfstate
trigger1 = time = 0
value = 5000
ctrl= 1

    

Re: error code

 November 01, 2019, 04:52:10 pm View in topic context
avatar  Posted by eishiba  in error code (Started by eishiba October 07, 2019, 01:50:43 am
 Board: M.U.G.E.N Development Help

So this was solved.

    

error code

 October 07, 2019, 01:50:43 am View in topic context
avatar  Posted by eishiba  in error code (Started by eishiba October 07, 2019, 01:50:43 am
 Board: M.U.G.E.N Development Help

While trying to test my character I'm getting an error code
Error in Megazord.cmd
Error loading chars/ffs_0/ffs_0.def
error loading p1
    

Re: How would one...

 October 06, 2019, 08:01:33 am View in topic context
avatar  Posted by eishiba  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
 Board: M.U.G.E.N Development Help

None of those seems to help. So I decided to model my throw attempt after my first throw I made and made it two sprites long instead of one and it worked. I have no idea why. >.<
I changed some things. Mainly with the target bind and during the 4th targetbind, p2 is no where to be found. After the throw the character ends in the air in one of the 5000 animations. I can't hit the character out of the air either.

Also, I see a rotate option in under the sprites drop down but its unselectable.
I know you can flip your p2 upside down and horizontally but what if one wanted to turn p2 sideways? I tried changing the angle of the p2 sprites but during the throw it doesnt register. I don't think this is where ChangeAnim2 comes into play is it?

[Statedef 770]
type = S
movetype = A
physics = N
juggle = 0
poweradd = 30
ctrl = 0
velset = 0,0
anim = 770
sprpriority = 1

[State 770, 0]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
damage = 7
hitflag = M
pausetime = 0,0
sparkno = -1
p1sprpriority = 0
hitsound = 1,1
guardsound =1,1
ground.type = High
p1stateno = 775
p2stateno = 780


[State 770, 1]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
ctrl = 1
;------------------
[Statedef 775]
type = S
movetype= A
physics = S
anim = 775
poweradd = 6

[State 775, 0]
type = HitDef
trigger1 = time = 0
attr = S, NT
damage = 6
hitflag = M
pausetime = 0,0
sparkno = -1
p1sprpriority = 1
hitsound = 1,1
ground.type = High

[State 775, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 89.5, -8

[State 775, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 55, 41.5

[State 775, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 70, -57

[State 775, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -52.5, -140

[State 775, Turn]
type = turn
trigger1 = AnimTime = 0

[State 775, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -78

[State 775, Throw]
type = TargetState
trigger1 = AnimElem = 4
value = 21

[State 775, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------
[Statedef 780]
type = S
physics = N
movetype = H
velset = 0,0
ctrl = 0

[State 780, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 780

[Statedef 780]
type = A
physics = A
movetype = H
velset = 5,-8

[State 780, Fall]
type = selfstate
trigger1 = time = 0
value = 5050
ctrl= 1

    

Re: How would one...

 September 28, 2019, 05:01:48 pm View in topic context
avatar  Posted by eishiba  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
 Board: M.U.G.E.N Development Help

Can we see the changestate in the cmd? Are you also able to supply anim 770 in text form?

[Statedef 770]
type = S
movetype = A
physics = N
juggle = 0
poweradd = 30
ctrl = 0
velset = 0,0
anim = 770
sprpriority = 1

[State 770, 0]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
damage = 7
hitflag = M
pausetime = 0,0
sparkno = -1
p1sprpriority = 0
hitsound = 1,1
guardsound =1,1
ground.type = High
p1stateno = 775
p2stateno = 780


[State 770, 1]
type = ChangeState
trigger1 = AnimTime = 0
Value = 0
ctrl = 1
;------------------
[Statedef 775]
type = S
movetype= A
physics = S
anim = 775
poweradd = 6

[State 775, 0]
type = HitDef
trigger1 = time = 0
attr = S, NT
damage = 6
hitflag = M
pausetime = 0,0
sparkno = -1
p1sprpriority = 1
hitsound = 1,1
ground.type = High


[State 775, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 96.0, -3.5

[State 775, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 54.0, 44.0

[State 775, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 68.5, -54.0

[State 775, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -82.0, -59.0

[State 775, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -78

[State 775, Throw]
type = TargetState
trigger1 = AnimElem = 4
value = 21

[State 775, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------
[Statedef 780]
type = S
physics = N
movetype = H
velset = 0,0
ctrl = 0

[State 780, Anim]
type = ChangeAnim2
trigger1 = time = 0
value = 780

[Statedef 780]
type = A
physics = A
movetype = H
velset = 5,-8

[State 780, Fall]
type = selfstate
trigger1 = Pos Y >= -30
value = 5050
    

Re: How would one...

 September 24, 2019, 07:35:23 am View in topic context
avatar  Posted by eishiba  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
 Board: M.U.G.E.N Development Help

Still needz to hit. Your red clsns touch p2s blue clsns?

Yes I have hit boxes on both p1 and p2. Kung fu man is taller than my character so its not missing over his head or anything. The only thing that happens when I hold foreward and C is the character goes into its 0,0 state for a tick. He isnt frozen or anything. Something is trying to happen. I dont see anywhere where I put in my states to go into 0,0.
    

Re: How would one...

 September 22, 2019, 05:33:57 am View in topic context
avatar  Posted by eishiba  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
 Board: M.U.G.E.N Development Help

Yes it doesnt do anything. I have played with quite a few different areas but nothing seems to work. Its set up like the first throw I made as far as the first statedef goes. P1 and P2 statedefs are different though.
    

making a stage

 September 13, 2019, 06:57:06 am View in topic context
avatar  Posted by eishiba  in making a stage (Started by eishiba September 13, 2019, 06:57:06 am
 Board: M.U.G.E.N Development Help

Is it possible to make a stage with hazards and such?
    

Re: How would one...

 September 02, 2019, 02:32:01 am View in topic context
avatar  Posted by eishiba  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
 Board: M.U.G.E.N Development Help

So my throw refuses to happen at all. I dont have any errors popping up before testing.

[Statedef 770]
type = S
movetype= A
physics = N
juggle = 0
velset = 0
anim = 770

[State 770, 1]
type = HitDef
trigger1 = time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
p1stateno = 775
p2stateno = 780

[State 770, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------
[Statedef 775]
type = S
movetype= A
physics = N
anim = 775
poweradd = 60

[State 775, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 96.0, -3.5

[State 775, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 54.0, 44.0

[State 775, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 68.5, -54.0

[State 775, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -82.0, -59.0

[State 775, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -78

[State 775, Throw]
type = TargetState
trigger1 = AnimElem = 4
value = 21

[State 775, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------
[Statedef 780]
type = A
movetype = H
physics = N
velset = 0,0

[State 780, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 780


[State 780, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .4

[State 780, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 780, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 780, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
    

Re: How would one...

 August 25, 2019, 03:18:34 pm View in topic context
avatar  Posted by eishiba  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
 Board: M.U.G.E.N Development Help

So, in your example your using 5012. Won't you have to change it and turn it back to its original state after flipping it? Otherwise, whenever your characters takes a "Stand/Air Hit low hard" your character is going to flip upside down.
    

Re: How would one...

 August 25, 2019, 06:52:42 am View in topic context
avatar  Posted by eishiba  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
 Board: M.U.G.E.N Development Help

OOOOOOOOOHHHHHHH! I get it now. So should I edit this in the p2 animation?
    

Re: How would one...

 August 25, 2019, 04:27:42 am View in topic context
avatar  Posted by eishiba  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
 Board: M.U.G.E.N Development Help



Where the character being thrown is, I would like to flip him upside down on this animation.  I can flip him horizontally with the "Flip H" in the bottom corner but thats it. Maybe now I'm making sense.
    

Re: How would one...

 August 21, 2019, 05:17:37 pm View in topic context
avatar  Posted by eishiba  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
 Board: M.U.G.E.N Development Help

To turn the oppponent upside down? I'm lost lol. Can you explain?
    

Re: How would one...

 August 19, 2019, 04:18:58 am View in topic context
avatar  Posted by eishiba  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
 Board: M.U.G.E.N Development Help

So using the throw creator, it only has the ability to flip p2 horizontally. What if one wants to flip upside down? Or turn it sideways?
    

How would one...

 August 17, 2019, 07:25:15 am View in topic context
avatar  Posted by eishiba  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
 Board: M.U.G.E.N Development Help

How would one make a move where your character charges forward with its sword and tries to impale the opponent. If the move is blocked or dodged obvoiously it wont work. But if it connects the opponent is tossed overhead. This would be sort of a throw but the impale move would actually hit and do damage and be what determined whether the throw happened. I wouldn't call it a grab attempt like in smash brothers. What kinds of things might one use for determing whether the move hits or not as far as the states go?
    

Re: throw not connecting

 August 14, 2019, 07:29:51 am View in topic context
avatar  Posted by eishiba  in throw not connecting (Started by eishiba August 04, 2019, 06:14:12 pm
 Board: M.U.G.E.N Development Help

Now that I'm reading your post again, you need to selfstate into the proper "5000" state.
You probably want 5110. You may need to set some sysvar for the char or fall.yvel in the hitdef. 
You might want to trip P2 and beat them up with debug going. Then you can see what stateno they're in to match what you want.

So I changed the value in the selfstate to 5110 like you said. The character falls now but the fall itself could be a bit faster. Which hitdef do I put this y fall? I have one in statedef 700 and one in the statedef705 which is p1 state. Do I type fall.yvelocity = and a number? In the link you gave me  it says fall.yvelocity = y_velocity (float) This is the y-velocity that P2 gets when bouncing off the ground in the "fall" state. Defaults to -4.5 in 240p, -9 in 480p, -18 in 720p. Is this just for bouncing? Also, how come one can't just put fall = 1. This doesnt seem to work when I try to put this in. Also, as a random question, why do some people make multiple cns?
    

character suggestions

 August 13, 2019, 06:32:58 pm View in topic context
avatar  Posted by eishiba  in character suggestions (Started by eishiba August 13, 2019, 06:32:58 pm
 Board: Requests

So I downloaded Ped fu Man and found him to be very funny. Are there any other characters that are comical or dirty that people would suggest?
    

Re: how to make an opponent fall during throw

 August 13, 2019, 08:05:43 am View in topic context
avatar  Posted by eishiba  in throw not connecting (Started by eishiba August 04, 2019, 06:14:12 pm
 Board: M.U.G.E.N Development Help

P2 state
[Statedef 710]
type = A
movetype = H
physics = N
velset = 0, 0

[State 710, 1]
type = Changeanim2
trigger1 = time = 0
value = 820
 

[State 710, 3]
type = SelfState
trigger1 = time = 100
Value = 0
 
This is what i currently have as my p2 state. Im noob who is currently learning. Where would I put what you posted? I tried taking out my state 710,1 and 710 3 and pasting yours but the opponent just falls before I grab him and the grab itself misses. I tried experimenting with gravity but I'm not sure of what kinds of triggers cause gravity. Is this one of those time based triggers? I looked in the state controller reference page and it has trigger1 = 1. I'm unsure of what 1 means. Again, complete noob who is learning.