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Messages by Odb718


Re: Blob rivals disappear during battle

 November 20, 2019, 11:04:07 am View in topic context
 Posted by Odb718  in Blob rivals disappear during battle (Started by Shadow_Harlequin November 12, 2019, 08:03:30 am
 Board: M.U.G.E.N Development Help

While I personally believe in -0 being an actual thing, I don't know if Mugen does.

Also, I'm not sure if you guys noticed, but P2 is being flipped and sent downward off screen.

What ever move you do at 0:52 - 0:53 is the issue. 

Edit those weird targetbinds and use Debug (ctrl+d) when you record next time. Use F4 to reset the round and watch P2's values also.

Re: Some problem with special moves

 November 20, 2019, 10:51:37 am View in topic context
 Posted by Odb718  in Some problem with special moves (Started by horcon November 13, 2019, 07:02:34 am
 Board: M.U.G.E.N Development Help

Use Debug, Ctrl+D, and CTRL+C to see hitboxes. You should see P2 will either have no hitboxes, or will be a different color than normal. That mean's it's unhitable. Use debug to find out what state P2 is in. Look in that state to see if there isn't a NotHitBy in it.

Use debug to find out what special moves you need to know and watch their State number. It will be listed in the text at the bottom left. Then look inside the CMD for those ChangeState. You should a variable check. Comment out that line. That should allow you to do the move as many times as you want.

Re: Anti-Spam

 November 20, 2019, 10:42:24 am View in topic context
 Posted by Odb718  in Anti-Spam (Started by Skyro November 16, 2019, 01:20:49 pm
 Board: M.U.G.E.N Development Help

Skyro, like Cyanide said, you will want to use removeexplod.

You will want to make the removeexplod work inside of Statedef -2. Make it so the trigger watches P2. You need to see when P2 is getting up. Use P2's stateno as a trigger. If you have a "combo count" in your character, the reset triggers should match what you want.

For your second concern
It sounds like you want to make a Push Block move.

Re: Trouble Adding sprites for existing character

 November 20, 2019, 10:32:55 am View in topic context
 Posted by Odb718  in Trouble Adding sprites for existing character (Started by SNEAKYTING November 16, 2019, 11:07:04 pm
 Board: M.U.G.E.N Development Help

Use Fighter factory 3.
Make sure something's not wrong with the sff to begin with. Use FF3 to export a png. Then add that file back in as a new sprite and see if you get an issue.

Are you using winmugen, 1.0, or 1.1+?

Re: Editing MVC2 Code Help

 November 12, 2019, 07:47:10 am View in topic context
 Posted by Odb718  in Editing MVC2 Code Help (Started by SNEAKYTING April 02, 2019, 12:32:50 am
 Board: M.U.G.E.N Development Help

Those just seem like they'll be basic helpers.
You need the fly in, land, "shoot" fly out. AND for each of those you need hit reactions.
So you 'd make the states and in those states you'd do a hitoverride and send it to the hit reaction state you make for the helper(s).

Does the hyper combo problem have anything to do with the push block? Use ctrl+D to find out the exact state no and anim no that's being looped. Then look through that state to see if anything's odd. Look at the changestate(s) and changeanim. that sort of thing.

Re: Mass Debug Floods on REDHOT's MvC2 Chars (Using Guile for example).

 November 02, 2019, 05:09:39 pm View in topic context
 Posted by Odb718  in Mass Debug Floods on REDHOT's MvC2 Chars (Using Guile for example). (Started by RagingRowen October 28, 2019, 03:32:56 pm
 Board: M.U.G.E.N Development Help


Re: Can i add palfx to a explod?

 November 02, 2019, 05:05:49 pm View in topic context
 Posted by Odb718  in Can i add palfx to a explod? (Started by Shadows_Scare_me October 27, 2019, 05:37:43 pm
 Board: M.U.G.E.N Development Help

Altoid set up his murder bot with a pretty sweet rainbow effect. You might want to look that up.

Re: Help configuring a special move

 November 02, 2019, 05:01:43 pm View in topic context
 Posted by Odb718  in Help configuring a special move (Started by Peyo_15 October 23, 2019, 05:24:32 pm
 Board: M.U.G.E.N Development Help

How did you set up the standing to work, but can't get a changestate to work?
You just need to use the method you got the standing to work as a triggerall in the cmd. Have it switch to the right state.

Re: Moves transfer

 November 02, 2019, 04:59:15 pm View in topic context
 Posted by Odb718  in Moves transfer (Started by allthis619 October 22, 2019, 08:07:28 am
 Board: M.U.G.E.N Development Help

Taking the Ultra moves from the one and putting it into the one with combos would be easiest.

It wont be super easy. But it's one of the easier things to do.
You have to make the input for the move in the CMD. Then you use that input command to make the changestate.

You will need to TRANSCRIBE the states that are used for the ultra moves. The animation for the character wont work. You'll need to build the animation in the AIR file, or import the sprites used for it. More than likely importing the sprites wont look correct. But you can import the sprites and animation easy inside Fighter factory 3. Then use "Onion Skin" to replace the bad sprites with the matching ones you have.

Once you have the character animation, you need the FX and their animations. You should be able to import these with no problem. They wont have to have the exact same palette as the character, so it'll be easier.

Last comes the sound. Use FF3 to export from one character, then import back into the good one. Make sure the sound numbers arent being used by a previous sound effect.

Re: Contributor Suggestion Thread

 October 22, 2019, 04:02:28 am View in topic context
 Posted by Odb718  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 am
 Board: Feedback


Re: Sakura by P.O.T.S. Floats When Grabbed

 October 14, 2019, 09:32:19 pm View in topic context
 Posted by Odb718  in Sakura by P.O.T.S. Floats When Grabbed (Started by Retro Respecter October 14, 2019, 03:14:23 am
 Board: M.U.G.E.N Development Help

That should be an easy fix. Use debug, CTRL+D to see the state number and animation. Then go into the CNS file for her. Look for that State.
You'll want to set Vel = to 0,0 in the Statedef. It's usually at the top. But
Vel =
might not be listed because you're getting this problem. So just add it on.
Vel = 0,0

Re: Character of the Month: September 2019 Nominations

 October 07, 2019, 08:36:56 am View in topic context
 Posted by Odb718  in Character of the Month: September 2019 Nominations (Started by Jmorphman October 07, 2019, 12:37:53 am
 Board: Contributions of the Month


Re: What if there was a Beginner's Library area that answers FAQ move questions?

 October 07, 2019, 08:15:59 am View in topic context


Re: How would one...

 October 07, 2019, 07:31:52 am View in topic context
 Posted by Odb718  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
 Board: M.U.G.E.N Development Help

You can use FF3 to flip the sprites horizontally.
You can also use Turn.
ChangeAnim2 is explained in the Mugen Class.

Re: charged attack

 October 07, 2019, 07:28:07 am View in topic context
 Posted by Odb718  in charged attack (Started by Dendog90 October 04, 2019, 06:03:36 am
 Board: M.U.G.E.N Development Help

[State 0, VarAdd];if button is held for 50 ticks, the value goes up by 1 and he does 3 punches
type = VarAdd
trigger1 = time = 50
v = 20
value = 1

[State 0, VarAdd];if button is held for 120 ticks, the value goes up by 2 and he does 5 punches
type = VarAdd
trigger1 = time =120
v = 20
value = 1
Odb his changestate for var = 0 will take effect if x isn't held. Not holding x means the animation is allowed to complete. It might not be how you or i would do it but the logic is right.
I guess his animation has to be shorter than 50 tics then. This just seems all the way backwards. Also, if for some crazy reason the player lets go of X on tic 50, and presses it on 51, the value didn't go up. Same thing with tic 120. It's got more than a couple flaws and could be done a lot more reliably. If the end of the animation is longer than a couple tics, the player could let go of X and still be rewarded.
The value going up only while the player holds X and then the change state reading the total value would be better.

Re: charged attack

 October 04, 2019, 09:29:49 am View in topic context
 Posted by Odb718  in charged attack (Started by Dendog90 October 04, 2019, 06:03:36 am
 Board: M.U.G.E.N Development Help

You really don't need a variable to do what you're doing. You actually have a few flaws in your method. The most obvious problem is you dont actually check to see if X is being held.

like you have
trigger1 = command="hold_x"
in the changeanim, but not in any of the varadds.

It seems like you might want to add a trigger in your changestates to see if the hold_x is active. If it isn't it's released and you might want to switch states. 

But this,
Spoiler, click to toggle visibilty
Seems like it will always changestate to 163. There's no way for
trigger1 = time =120
to NOT work.

On top of ALL of that. Do you ever reset the var to 0? If you redo the state a 2nd time I don't think it will changestates; Ever.

Use DisplayToClipboard to watch that variable.
If you'd like to learn how to make this move without using a var, just ask.

Re: Custom States vs Selfstating.

 October 03, 2019, 12:43:49 am View in topic context
 Posted by Odb718  in Custom States vs Selfstating. (Started by Disconcorde September 30, 2019, 08:27:43 pm
 Board: M.U.G.E.N Development Help

I don't see a question mark in either of your posts. I'm not sure what part you'd want help with.
What are you stuck on? Any new progress?

Re: New problem when using Superpause...

 September 29, 2019, 10:37:08 am View in topic context
 Posted by Odb718  in New problem when using Superpause... (Started by jeffry0392 September 29, 2019, 08:26:30 am
 Board: M.U.G.E.N Development Help

Do a small test. Change your palette order in the character's Def. Do something like
pal.defaults = 6,4,5,3
so that the first 2 numbers aren't 1 and 2. See if it switches.
Make sure you're not using a PalFX and RemapPal in the State.
Post the state if you can.

Re: flipping issue when using AngleSet with missiles

 September 29, 2019, 12:07:51 am View in topic context
 Posted by Odb718  in flipping issue when using AngleSet with missiles (Started by ReddBrink September 12, 2019, 03:53:29 am
 Board: M.U.G.E.N Development Help

Twice it seems. Make sure you mark your threads as Solved.

Re: How would one...

 September 29, 2019, 12:05:05 am View in topic context
 Posted by Odb718  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
 Board: M.U.G.E.N Development Help

[Statedef 780]
type = S
physics = N
movetype = H
velset = 0,0
ctrl = 0
[Statedef 780]
type = A
physics = A
movetype = H
velset = 5,-8
Pick one.
Other than that, the only thing I could think of is that you have a hitdef in 775. But it's in the middle of the throw so you shouldn't NEED that. At the same time, I do have throws that have attacks in the middle of it in case P4 is trying to mess with P1.

You might need to change

[State 770, 0]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = time = 0
just so you know it's hitting.
You can also copy and paste a regular hitdef out of a basic attack to see if the move hits.


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

0 >= -30. So it'd seem like you'd instantly switch. Set that to a time =