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Odb718

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Messages by Odb718

    

Re: Power requirements for specials

 June 17, 2018, 01:12:13 pm View in topic context
 Posted by Odb718  in Power requirements for specials (Started by AxilusPrime June 16, 2018, 12:22:33 pm
 Board: M.U.G.E.N Development Help

Personally I'd just reorganize them. Mugen can get finicky with crap.

Code:
; Ultra Kiai
[State -1, Ki Liberation]
type = ChangeState
value = 35000
triggerall = var(2) = 6
triggerall = power >= 1000
triggerall = command = "SPECIAL 1"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = movecontact
I don't see much else that could be the problem. What's your var(2) used for? The UI MUI stuff?
    

Re: Power requirements for specials

 June 17, 2018, 09:03:45 am View in topic context
 Posted by Odb718  in Power requirements for specials (Started by AxilusPrime June 16, 2018, 12:22:33 pm
 Board: M.U.G.E.N Development Help

I'm going to assume when you say he, you mean the AI ignores it? Check for those state numbers more than a few times with ctrl+F in fighter factory. You may be overlooking the AI section.

Use the find in fighter factory to search for those values in the cns files. It's possible there's a changestate with the triggers for the command in the cns. It's unlikely but possible.

Also, Make sure that the trigger Power >= check is a triggerall. If it's trigger1, and you can activate trigger2's group then it's going to skip checking the power level.
    

Re: Parallaxing background elements (Stages)

 June 14, 2018, 07:18:27 am View in topic context
 Posted by Odb718  in Parallaxing background elements (Stages) (Started by Just No Point November 02, 2015, 04:33:10 pm
 Board: MUGEN Class

This is a method for figuring out your character's placement on a stage you're recreating. This helps if your character looks like it's sliding around when P2 moves the background.
Parallax tutorial by VIB

As I find more links that are useful figuring out how to control the Parallax scrolling I'll link them here.
If anyone has info on this, please post!
    

Re: Need help with Parallax scrolling in a stage.

 June 13, 2018, 08:56:40 am View in topic context
 Posted by Odb718  in Need help with Parallax scrolling in a stage.  (Started by Odb718 June 12, 2018, 09:04:00 am
 Board: M.U.G.E.N Development Help

My bad. I didn't have that in the example in Mugen Class so I wasn't aware until I looked at my training stage.
As for your question, I haven't done the wall but I have a couple of the floor's rows going.
After some brute force value debugging I have
Spoiler, click to toggle visibilty
I've no clue if these are the best value for what I want. Below I show the source I'm trying to mimic and how I had it. In the pic the stage hasn't begun to move. P2 is standing at where it starts. I read the math example in mugen class but it doesn't explain the values at all.

It seems when I want the tiles to fade into the BG I need to up the yscalestart. The rows when using the same value all seem the same size. Dealing with perspective this is all wrong. As things get closer to the horizon they need to shrink. So I've tried messing with the value. I'm not sure if math can be involved when trying to figure it out or not.

Spoiler: Source & what it looks like when B2 row was using 600 for yscalestart. (click to see content)
Setting it to 700 seems to look good at ground level, but when I jump it looks as though the ground curves upward.

I'm not too concerned about having it look exactly like the stage. If things don't line up perfectly, It doesn't really bother me. but I do want another 5 or 6 rows to be visible before the "fog".
You can probably figure out that the tile is 2x rows and 8x columns. I've just been puzzle piecing them together 1 at a time, but it seems to go faster if I use 3 and set different values and load the stage, see which is closest, change the other two values, and just keep refining the stage. What stinks is when I get to 3 different values and they all are visually correct but two are wrong. Makes me think the next row will be that much more off.

Is there any formal way of doing the math to figure all of this out??
I'd like to be able to add a simple example to the Mugen Class page that has 2 rectangles and how to figure out the math for 2 different set ups.
Like if your sprite is 120x415 you can set the values for 5 rows and they'll connect fading into the background. And if you dont like the vanishing point you multiply/divide/whatever to get the new values.


----
I still don't have an exact method, and this image looks way better than it acts,
but, I've come up with a method of getting the right yscalestart, then I put the actual Y position, then using M$Paint I find the width point(s) I want.
I picked which version of the tiles that looked the best. I followed it's vanishing point with yellow/red lines trying to find the exact spot but I couldn't get ONE point, so I picked one.
Then I just followed along the heights to the intersection and got half of my width. BUT it doesn't line up with the original values. So I did some math and used X*1.079 to come up with the approximate values for mugen.
Spoiler: this is the process' image(s) I made along the way (click to see content)

Spoiler: This is how it ended up looking. (click to see content)
I added the top row just using guesstimates. Not terrible. I'll lock it in after this double I'm working tomorrow.
Right now ALL of the deltas are set to 1,1, which is very very wrong. Still not sure how the heck to figure it out.
    

Need help with Parallax scrolling in a stage.

 June 12, 2018, 09:04:00 am View in topic context
 Posted by Odb718  in Need help with Parallax scrolling in a stage.  (Started by Odb718 June 12, 2018, 09:04:00 am
 Board: M.U.G.E.N Development Help

I'm starting a very simple stage. It's pretty much going to be 100% parallax scrolling.
The stage is going to be Mugen 1.0, so I'm using 
Code:
[BG FEET ROW CENTER]
type = parallax
spriteno = 0, 0
start = 0, 615
width = 861, 1061
yscalestart = 400
yscaledelta = 0.40
as my center point for the floor. The original image is 1661x412. This gives me the size and detail I want.
I know how to put additional tiles to the left and the right just fine.
One more row is needed in the foreground and maybe 4 rows in the back.
Because it's the same image I figured the next row in front will be
width = 1061,1261
and it looks good. Except when I move. It seems to be floating.
I'm thinking it has to do with the yscale(s). Which makes me think I should leave all of the tiles using the same width and just adjust the start, and the ydelta and the ystart.
I'm not entirely sure which way to go with this. And I haven't even started on the walls....

I was hoping someone could explain how all the math works out, or could show me an example of a stage with 1 tile being tiled with parallax in 1.0.
    

Re: The Donald Trump Political MAGAthread: Kim & Don season 1 marathon this summer

 June 11, 2018, 09:26:57 pm View in topic context
 Posted by Odb718  in The Donald Trump Political MAGAthread: Kim & Don season 1 marathon this summer (Started by Ricepigeon March 22, 2017, 08:42:19 pm
 Board: All That's Left

Lol Bronko. It just sorta felt right.
    

Re: Screw kick stuck in air

 June 10, 2018, 10:17:11 pm View in topic context
 Posted by Odb718  in Screw kick stuck in air (Started by Zelen June 09, 2018, 06:55:22 pm
 Board: M.U.G.E.N Development Help

One tip you should use is when dealing with a move that reacts to P2 being attacked you want to use
ignorehitpause = 1
because Mugen acts funky when hitpauses are involved. Try adding that to all of the varset and varadd in the state.

    

Re: Screw kick stuck in air

 June 10, 2018, 10:53:52 am View in topic context
 Posted by Odb718  in Screw kick stuck in air (Started by Zelen June 09, 2018, 06:55:22 pm
 Board: M.U.G.E.N Development Help

[state 2402,1]
type = varset
trigger1 = time = 0
trigger2 = movecontact  ;when P1 hits P2
var(1) = 0                         ;var(1) is set to = 0

So var(1) > 3 wont work when it's 1. 1 < 3.
What's happening is the move expects to hit P2. It will drill and drill. When it doesn't hit P2, it adds to var 1. As soon as 3 tics go by where it's not hitting P2 the velocity is set to 16x 16y.

You need to set up displaytoclipboard to show your var(0) and var(1) values. Use Debug, CTRL+D, to be able to read them on screen.

One tip you should use is when dealing with a move that reacts to P2 being attacked you want to use
ignorehitpause = 1
because Mugen acts funky when hitpauses are involved. Try adding that to all of the varset and varadd in the state. But make sure you use displaytoclipboard to see if the variables are being set/added properly. Look in Mugen Class' Master Thread for it if you dont know how to use it.
    

Re: Screw kick stuck in air

 June 09, 2018, 10:30:39 pm View in topic context
 Posted by Odb718  in Screw kick stuck in air (Started by Zelen June 09, 2018, 06:55:22 pm
 Board: M.U.G.E.N Development Help

The biggest problem I see is,
Code:
[State 100, 1]
type = VelSet
trigger1 = movehit = [1,2]
x = 0
y = 0
I'm not sure why you want to stop your move in mid-air. Especially if that's your biggest problem. You wont always get 8 hits with your move. You're even less likely to get all 8 hits if it doesn't continue to move. It will just push P2 away.
I dont recommend using the vars to control the movement either. Use AnimElemTime() or something similar. Time = could work also.
Unless you're using those variables outside of the current state, I dont see a real reason for them.

Also, what's the reason for
Code:
[state 2402,0]
type = movehitreset
trigger1 = movecontact > 2
    

Re: What R U listening to right now?

 June 08, 2018, 01:08:36 pm View in topic context
 Posted by Odb718  in What R U listening to right now? (Started by ( ゚ o゚) It's Urza! August 28, 2007, 04:15:50 pm
 Board: Entertainment

    

Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)

 June 08, 2018, 12:29:20 pm 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+

Yeah In FF3 it was annoying if you couldn't select a third/fourth box. I don't like that you can't even get to 2.
I just spent about 6h redoing hitboxes. This is a pretty big option imho.
    

Re: Another mugen stage error

 June 08, 2018, 10:55:32 am View in topic context
 Posted by Odb718  in Another mugen stage error (Started by Sinister_Garbage June 06, 2018, 05:45:04 am
 Board: M.U.G.E.N Configuration Help

It seems like you're not sure how to set up your Select.def in /Data/ properly.
Look at the bottom of your select.def for something similar to
stages/(any kind of stage file name).def
and just delete it.
    

Re: Error reading stage sprites

 June 08, 2018, 10:52:26 am View in topic context
 Posted by Odb718  in Error reading stage sprites  (Started by Sinister_Garbage May 09, 2018, 02:56:19 pm
 Board: M.U.G.E.N Configuration Help

  BG error reading stages/Morioh_Town.def

Library error message: Error reading sprite stages/Morioh_Town.sff
[Info]
name       = "Ken1"
displayname    = "Kenshiro"

[BGdef]
spr       = Ken.sff
debugbg    = 0

These two files aren't the same thing. Do you have a file named Morioh_Town.def in /stages/? Try opening it with Fighter Factory 3 or Fighter Factory Studio and see what you get.
    

Mauru718: A Custom Mauru from Waku Waku 7

 June 08, 2018, 09:10:06 am View in topic context
 Posted by Odb718  in Mauru718: A Custom Mauru from Waku Waku 7 (Started by Odb718 June 08, 2018, 09:10:06 am
 Board: Projects

Like most of my characters this is an edit. I took what Inverse made and made Mauru a little more mugen compatible.
Mauru still isn't done but because of how Mauru's set up I wanted to get some feedback on things.
So far I've made it 6 buttons, including adding 2 versions of two of the jump in helpers. The Needle and the Sword jump ins have a near a far version depending on Medium or Fierce buttons.
I've edited in 3 versions of the Stomach over-head special; the Body Press. One is the regular version. The next two, the movement matches more closely to Mauru's hand placement on the ground. All three moves go a different distance. I've updated the Ultra version to match close the Fierce punch's movement. This makes the ultra go across the screen or very close to it.
The Helicopter special can drift if performed in the air. It no longer locks you in to only go straight up. If you're jumping forward, your velocity will still be going forward. If you were jumping back, it'll fade backwards. There are 3 different heights based on button press.

For the move set I've kinda reworked what does what. Like the helper call ins are D, DB, B, P or K. The Body Press over-head special is a forward fireball with Kicks. The GuruGuru punch is a fireball. The Helicopter is a dragon punch. The Binta Grab+Punch is a dragon punch with kicks.

The fake Guru punch is possibly getting cut out? Right now it's still in at a backwards dragon punch with kicks. I've never seen any benefit with this move.

Miracle Voice and the Helicopter ultra you can move where ever may require level 3. I still haven't decided yet. The Helicopter ultra may get a boost because it doesn't seem to connect as well as the regular ultra. Like I dont get as many hits.

Right now Mauru still does a ton of damage with basic attacks. Heavy attacks weigh in at 115... Light punch does 40. My characters usually do 38 damage for heavy/fierce. I'm still locking in combos for Mauru. Speaking of which, SMK to SMK can connect. But the push back doesn't allow for 3 SMKs to connect. I'm not sure if this is something I should leave in. It does require tight timing unlike my regular chain combos. It's not really a target combo so idk how I feel about leaving it in. I plan on adding in the attack damage dampener. Because Mauru wont be getting 15 hits on the regular it might not be as strong as my other characters. I'll have to do a lot more play-testing to see the damage Mauru gets for his regular combos.
I think with Mauru I'm going to be able to cancel specials into ultras.
Mauru can do pop up combos and has a super jump. I don't have a Roll or a Power Charge. I'm not sure which way I'd want to go. Power charge would be way easier to put in because of his explosive energy animation. He does currently roll on get-ups. So either way would be easy. 
The Air Hold Light attack I like to do is in with his belly attack at ALP. I think you can tap it for 13 tics and hold it for 30.
Right now the Air helicopter is the only air special. The ultra version works also.  I was thinking about adding the body press?

I've edited the hitboxes. I know you guys love it when I do that. But Mauru's boxes just don't work for me. 7 or 8 boxes, some being tiny just weren't that great. I'm not sure if they're source accurate or whatever, but I dont believe you should be able to punch Mauru's tail and have it hurt him. So that's gone in all the animations. I do think the girl should be able to be hit, so for the most part, she's covered. Redoing the boxes probably took 6h.
Inverse's boxes on the left, mine are on the right. The standing/crouching aren't that different but you can see the tail & the girl dif.
Spoiler: Hit Boxes & Push Block & Ultra Body Press (click to see content)

 Should Mauru get more Specials in the air? Maybe the Dash punch? An Air Dash??
Anyone want to see something specific I might not know about?

    

Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)

 June 07, 2018, 09:59:39 pm 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+

Adding an offset to onion skin, and being able to horizontal flip and vertical flip it would be great.
But I do want to disagree with having the actual number of the sprite be different. It'd be pretty difficult to track down the exact sprite you need using only the animations. You can switch using the animations pretty fast finding the sprite in the animation, switch to sprite, click onion skin, and back to animations.
If you didn't mean have them separate, but only that you could initialize which sprite based off of the animation screen, then that sounds ok to me. 
    

Re: Grab Error

 June 07, 2018, 09:31:25 pm View in topic context
 Posted by Odb718  in Grab Error (Started by Chartreuse June 07, 2018, 04:42:00 am
 Board: M.U.G.E.N Development Help

    

Re: Grab Error

 June 07, 2018, 01:44:04 pm View in topic context
 Posted by Odb718  in Grab Error (Started by Chartreuse June 07, 2018, 04:42:00 am
 Board: M.U.G.E.N Development Help

This is a localcoord issue with the throw. It seems like P1, the one doing the throw, is regular size, and the victim is hd.
When P1 throws P2, P2's sprites are considered to be P1's. P1 isn't HD so mugen sizes the pixels at full size instead of shrinking them.
Altoid worked out a fix for this with Jailbot I believe.
    

Re: “Useless” constants we could make better use of?

 June 05, 2018, 09:14:21 am View in topic context
 Posted by Odb718  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

Ink I was thinking the same thing. But P1 & P2 would have to be coded together to make things work. P2 would have to switch to the custom animation.

We could also theoretically detect it by looping once through the whole list of players using a combination of PlayerIDExist and PlayerID(XX), var(YY) = ZZ. Where said variable and number are values properly chosen to identify this specific helper. I fear for this method since I have no idea if it would break if an opponent has too many helpers at once.

I think if the helper spawns and put's it's own ID as sysvar(3) and you crosscheck that it'd be improbable a dev accidentally set it.

EnemyNear only works horizontally right? So if we spawn the helpers below the map and triggerall a bodydist Y it should also severely limit the chance of getting a misfire.
    

Re: Uno Tag Team Patcher Problem

 June 04, 2018, 01:09:49 am View in topic context
 Posted by Odb718  in Uno Tag Team Patcher Problem  (Started by VShenV June 04, 2018, 12:44:01 am
 Board: M.U.G.E.N Development Help

I'm not too familiar with the uno tag system. You'll want to make sure whatever spawns your AI hasn't been messed with.
Look in the cmd and track down how it starts.
If you can't figure it out, in the mean time you can use ctrl+1 or ctrl+2 to turn on and off AI during a round. The character has to be standing or have control in order for it to turn off. See if you can turn it off and if it will turn itself back on.
    

Re: “Useless” constants we could make better use of?

 June 04, 2018, 01:06:18 am View in topic context
 Posted by Odb718  in “Useless” constants we could make better use of? (Started by Jesuszilla May 31, 2018, 04:32:44 pm
 Board: Development

You don't need to do this at all. All you need to do is read its playerID.
So how are we going to know which playerID is what? Some characters spawn with helpers. A copy/paste job may not work with a random helper number because it could be used, right?