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.

*****
Odb718 is Offline
Contact Odb718:

Odb718

Global Moderator

Messages by Odb718

    

Re: Notifications

 December 14, 2018, 12:58:40 pm View in topic context
 Posted by Odb718  in Notifications (Started by RedDragonCats17 December 09, 2018, 10:52:05 am
 Board: Feedback

    

Re: Megaman Zero help: Getting hit (how should he get hit?)

 December 14, 2018, 11:42:19 am View in topic context
 Posted by Odb718  in Megaman Zero help: Getting hit (how should he get hit?) (Started by RedDragonCats17 December 07, 2018, 06:56:42 am
 Board: M.U.G.E.N Development Help

You can make it so if it detects a boss character, a variable is set off so that the invincibility frames are longer or shorter whatever you prefer
Did you switch to try to do something different and we all missed it? You're talking like you have some new problem. We've been talking about this the entire thread. I'm confused as to what you're confused about. This is the whole thing we've been talking about; Making different hit reactions for different type characters.


What palfx threads did you look up?
When you say, "So how do I code this exactly?"  You should know how to add code into your character by now. It's palFX. It's going into Statedef -2. YOU decide it's triggers and that's it. There's no secrete. It's 1 chunk of code.
Instead of the bullshit, "how can I do it", I expect to be reading something like, "Ok so I have my palfx in statedef -2 and I have these few triggers but this problem keeps popping up. What's the trigger I'm looking for"

I feel like you haven't tried at all. Because if you had, you'd be asking specific question instead changing ideas a week later.

"I quickly realized this, and this was a third reason of my dilemma."
^^^This is the same problem as the one you started with.
    

Re: Megaman Zero help: Getting hit (how should he get hit?)

 December 13, 2018, 05:55:09 am View in topic context
 Posted by Odb718  in Megaman Zero help: Getting hit (how should he get hit?) (Started by RedDragonCats17 December 07, 2018, 06:56:42 am
 Board: M.U.G.E.N Development Help

You need to look up the PalFX threads and either use a NotHitBy or switch animations to one without hitboxes.
I think the NotHitBy will be the way to go. It seems like P1 in the video can do whatever during the invincibility frames. The nothitby would go in Statedef -2.
    

Re: Zazie Muhaba by R@CE AKIR@ & Skeletor E.X. Updated 12/10/18

 December 10, 2018, 09:07:05 am View in topic context
 Posted by Odb718  in Zazie Muhaba by R@CE AKIR@ & Skeletor E.X. Updated 12/10/18 (Started by ~Hale "R@CE" Caesar~ December 04, 2018, 10:03:52 pm
 Board: Your Releases, 1.0+

Post the FX in question. I may be able to do something.
I personally think the example hitboxes Umezono said are trash. There's no reason a sweep should be able to hit 1 pixel deep into that blue box.  The reason devs were using 2 or 3 boxes per sprite back in the day is because they're using back in the day hardware.
Mugen is better than those old games. Lets make it better.
    

Re: Megaman Zero help: Getting hit (how should he get hit?)

 December 10, 2018, 08:42:49 am View in topic context
 Posted by Odb718  in Megaman Zero help: Getting hit (how should he get hit?) (Started by RedDragonCats17 December 07, 2018, 06:56:42 am
 Board: M.U.G.E.N Development Help

I guess I don't have that much of a choice. Aight, I have Seravy's A.I. tutorial up, and I'll put in the var(59). What do I do from there?
#1 Make sure you dont use Var(59) in your character already.
Please do not set in to make the AI right now. My point was to get you to find the method of seeing if the PC was in control. Once you get this going, you'll have your method to work on AI later.

I wouldn't suggest making dual states for hit reactions. What you'll want to do is use var(59), or AILevel, inside all of the hit reaction states. You'll code the regular reactions. Which everything should be set up properly. And you'll duplicate chunks of code, or create code, with your method of detection.

We can't really tell you specific things until you get there. The blinking white/invisible effect, the stun-bounce effect. Those we can help when you need it. But not knowing your specific problem or what you want it to do exactly stops us.
You have to remember, we dont play this game. Maybe a few people. But when you say something like, "I need to make the blinking effect". I dont know exactly what it looks like. You'll have to describe it perfectly how mugen will produce it on screen.
    

Re: Megaman Zero help: Getting hit (how should he get hit?)

 December 09, 2018, 02:55:19 am View in topic context
 Posted by Odb718  in Megaman Zero help: Getting hit (how should he get hit?) (Started by RedDragonCats17 December 07, 2018, 06:56:42 am
 Board: M.U.G.E.N Development Help

I didn't read any of your reply because you don't get what I mean.

You need to find out if a person is controlling your char, or the computer is.
This is exactly how AI works. The AI works only if the computer is controlling it. Get it?
How ever your AI is set up to set a variable that means the computer is in control is the variable you want.
If you do not have AI set up, look into how people find out if the computer is in control.
    

Re: Megaman Zero help: Getting hit (how should he get hit?)

 December 08, 2018, 08:21:07 am View in topic context
 Posted by Odb718  in Megaman Zero help: Getting hit (how should he get hit?) (Started by RedDragonCats17 December 07, 2018, 06:56:42 am
 Board: M.U.G.E.N Development Help

It would be exactly the same as AI. There's more than a few ways to do it. But if you have an AI system in place, you have the var already set up.
If not, I'm sure there's more than a couple tutorials/methods on the forum to set up AI. Pick your favorite and if you run into probs we can help iron them out.
    

Re: gaming news that don't deserve their own thread

 December 02, 2018, 02:44:41 pm View in topic context
 Posted by Odb718  in gaming news that don't deserve their own thread (Started by Titiln October 30, 2011, 05:13:58 pm
 Board: Gaming

    

Re: Pals

 December 02, 2018, 09:40:17 am View in topic context
 Posted by Odb718  in Pals (Started by Koopa901 December 02, 2018, 02:06:55 am
 Board: M.U.G.E.N Development Help

you've probably got the classic problem of using winmugen layout with mugen 1.0+.
Look into updating your char to 1.0. The palette problem is pretty easy to fix. you'll just have to add 1 chunk of code to state 5900 and save your palettes inside the sff as 1,1 1,2, 1,3, and so on.
    

Re: Damage dampener for individual moves help

 December 01, 2018, 01:26:09 am View in topic context
 Posted by Odb718  in Damage dampener for individual moves help (Started by krudelu November 17, 2018, 02:25:39 am
 Board: M.U.G.E.N Development Help

 Add the explod at the beginning of the multi-hit move.
Code:
[State 0, Explod]
type = Explod
trigger1 = 1
anim = 2523
ID = 718
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
removeongethit = 0
ignorehitpause = 1

If the explod is there, and the move hits, dampen it
Code:
[State 200, Damage Dampen]
type = varset
triggerall = numexplod(718)
trigger1 = movehit
fvar(10) = fvar(10)*0.9
ignorehitpause = 1
persistent = 0

If the move hits, we only want it to dampen 90% so remove the explod.
Code:
 [State 0, RemoveExplod]
type = RemoveExplod
triggerall = numexplod(718)
trigger1 =movehit
id = 718
ignorehitpause = 1

Make the explod visible for testing. See that it's only on screen for one hit, then change it. This should be all you need. I'm sure there's another way, but this seems easy enough. You could pretty much copy and paste this into other moves also. You'll want to keep them in this order I believe.


----
Come to think of it, I'm pretty sure you could have adjusted
persistent = 0
to 1 so it only happens once.....
    

Re: Refining a Guard Crush System Code

 November 26, 2018, 02:04:50 am View in topic context
 Posted by Odb718  in Refining a Guard Crush System Code (Started by Nep Heart November 18, 2018, 09:51:11 am
 Board: M.U.G.E.N Development Help

If you need an additional few tics, my cheat is to create a blank animation and use that.
So all the destroyself get changed to changeanim.
Then a new destroyself is made to check the animtime of the blank animation.
May be your simplest way to fix this. Might not be the best way, but I know I do this little cheat pretty often so my "fireballs" "combo". Having helpers die too quickly can mess up a bunch of things.

There's the method of creating an explod so grandchildren can get past the 1tic lag. You might want to look into that method.

(they're set to destroy themselves the moment the opponent is no longer in any kind of hitstun or guardstun to allow the combo meter to read the hits properly).
Does the combo meter affect the guard crush at all? I'm not exactly sure how/why you're doing this comparison so my little fixes may mess something else up. Not 100% sure.
    

Re: POTs styled Spider-Man

 November 25, 2018, 11:44:14 pm View in topic context
 Posted by Odb718  in POTs styled Spider-Man (Started by Mushypepito123 November 21, 2018, 10:14:13 am
 Board: Idea Engineering

Palettes arent tough at all. You just have to know if you're using Winmugen or Mugen 1.0+.
One thing I've done for a couple of my characters is use photoshop, and MS Paint to duplicate the colors of an actual image for a palette.
Just copy your image into paint,
Use the eye dropper to select your first color
Then double click the color, or hit edit color and write down the RGB values.

If you have Fighter Factory open you can just type in the color right onto the character. Then save the palette as a different value or file.

If you have Irfanview, you can copy a part of the image and use the decrease color depth, and get the values pretty fast that way. Sometimes it doesn't work so great. If you get bad results, just undo, and make the number of colors you reduce down to, higher. Then use the Edit Palette to see, and record, the colors.
    

Re: P1 not bound if P2 initiates the hold. Possible bug with gethitvar(isbound)???

 November 25, 2018, 08:28:56 am View in topic context
 Posted by Odb718  in P1 not bound if P2 initiates the hold. Possible bug with gethitvar(isbound)??? (Started by XGargoyle November 24, 2018, 08:40:44 pm
 Board: M.U.G.E.N Development Help

I'm not sure if this will help one bit, but you may want to add,

hitdefpersist =   ; drop all attacks
moveHitPersist =  ; Needed for MoveContact to remain true
hitcountpersist = ; Start a new combo

To your StateDef and see if the target sticks.
    

Re: POTs styled Spider-Man

 November 25, 2018, 08:24:17 am View in topic context
 Posted by Odb718  in POTs styled Spider-Man (Started by Mushypepito123 November 21, 2018, 10:14:13 am
 Board: Idea Engineering

Try not to double post. Just use the edit button.

The back-dash problem sounds like your ChangeState at the end. It's probably using the classic,
trigger1 = AnimTime = 0
to change states. But your animation is looping. Which makes that particular trigger never actually work.
See what you have for the changestate.  you can paste the code here if need be.
Also, check to see if a VelAdd or a VelSet, outside of the Statedef, is present. If so, paste that chunk here.

The whole problem could be from the state never switching to Air. You may have neutral physics set, and because gravity isn't working, it'll never fall to the ground. If that's the case, then your ChangeState may be using
trigger1 = Pos Y >= 0 && Vel Y > 0
, or something similar, to end the move.
You could add gravity, or change the move to Air.
    

Re: POTs styled Spider-Man

 November 24, 2018, 09:41:39 am View in topic context
 Posted by Odb718  in POTs styled Spider-Man (Started by Mushypepito123 November 21, 2018, 10:14:13 am
 Board: Idea Engineering

If you're just starting out, I'd read this
http://mugenguild.com/forum/msg.2174048
When you get to
"hits player 2; because it's a fighting game!"
follow the link.

To make the air dash you're going to need to be able to input the button commands. I'd think tapping forward forward, fast, would work? So you'll want to add that into your CMD file if it's not there. When the command is there then you'll want to make a changestate, so it can switch Spiderman to the dash.
 
Open your Spiderman and see if there are states 100 and 105. Those are usually the dash states for the ground.
You'll want to use a number close to 100, and 105 for the air move. Maybe use Statedef 101 for the air dash?

Most people starting out copy and paste similar stuff and edit it. Read the post I linked you, and follow the links to fix the problems you're coming across. Once you get started and hit a new problem, go ahead and post here and we'll help you out some more.

    

Re: HitDef (SCTRLs)

 November 24, 2018, 09:25:37 am View in topic context
 Posted by Odb718  in HitDef (SCTRLs) (Started by Odb718 September 30, 2015, 12:13:58 pm
 Board: MUGEN Class

For anyone who comes across the problem XGargoyle pointed out,

To get different AffectTeam = to work, you would need to set up two different hitdefs with the triggerall to check Var(1) for this example.
One hitdef would check,
TriggerAll = Var(1) > 0
the second would check
TriggerAll = Var(1) <=0
Each hitdef would set the affectteam to their needed value.
    

Re: Assembling Sprites from Bits and Pieces

 November 22, 2018, 10:16:59 am View in topic context
 Posted by Odb718  in Assembling Sprites from Bits and Pieces (Started by DNZRX768 November 21, 2018, 01:06:44 pm
 Board: M.U.G.E.N Development Help

    

Re: Damage dampener for individual moves help

 November 22, 2018, 10:05:03 am View in topic context
 Posted by Odb718  in Damage dampener for individual moves help (Started by krudelu November 17, 2018, 02:25:39 am
 Board: M.U.G.E.N Development Help

I'm not exactly sure how you have your
type = AttackMulSet
set up.
Are you using a Statedef -2 type deal, or in each move?
Are you just using the fvar in the hitdef(s) themselves?


I do a basic statedef -2 set up. I use
triggerall = stateno < 3000
so that any basic/special attack gets adjusted.
But I use a combo-counter system for the scale.
Spoiler, click to toggle visibilty

With what you're asking you'd block the basic combo varadd for that specific state. This way it'll only increase the hit 1 time by creating a varadd by itself. Something like
Spoiler, click to toggle visibilty
The && Movehit may need to be removed. Actually, that first trigger1 might have to get completely reworked.

But, the most simplest thing for you to get that first image to happen is only trigger that varset one time. I imagine you're concerned that P2 gets hit by the 3rd hit and the 1st and 2nd miss. Spawn and explod on movehit. make sure the explod can only happen 1x by setting the ID and checking for it.
In the 2nd state, check to see if the explod exists in the varset. Once the var is set, destroy the explod.

[State 200, Damage Dampen]
type = varset
triggerall = explod(718)
triggerall = prevstateno = 2530
trigger1 = !time
fvar(10) = fvar(10)*0.9
ignorehitpause = 1


In the long and short of it. Use Statedef -2 combo counter, and use an AttackMulSet.


OR You could use my explod idea, go one step further, and use a simple

[State 0, RemoveExplod]
type = RemoveExplod
triggerall = numexplod(718)
trigger1 = fvar(10):=fvar(10)*0.9 || 1 ;This sets the fvar
id = 718
ignorehitpause = 1

to do everything. This wont reset the fvar back to 1. So you should just move everything to statedef -2.
    

Re: Refining a Guard Crush System Code

 November 22, 2018, 09:14:37 am View in topic context
 Posted by Odb718  in Refining a Guard Crush System Code (Started by Nep Heart November 18, 2018, 09:51:11 am
 Board: M.U.G.E.N Development Help

one thing you'll want to do is add triggerall = to make sure the var you're setting doesn't actually already = the value you're setting it to. It just wastes mugen's time kinda. Could resolve some hiccups. Stuff like
Spoiler, click to toggle visibilty

My main suggestion, is your
trigger1 = (GameTime % 30)
fvar(3) = 3
is kinda slow. Use gametime%10 and fvar(3) = 1 so it happens 3x as often, but at exactly the same rate. ignorehitpuase is needed for sure, but mugen can skip over some stuff randomly.


When the guard crush doesn't fire off, what's the value of the fvar(3) and var(11)?
Honestly, reading the code and getting down to the end, I thought you'd be monitoring fvar(3).
The fact that you're using whole numbers and fvar may be messing things up slightly.

BUT
out of all of that, I think it comes down to an ordering problem.
Spoiler: Your reset code should go last (click to see content)
If all the values are firing off with the current attack, you might have the attack set the values to reset everything in the first tic. Your targetstate may never get the tic to fire. I'm not 100% certain of any of this. It's 3:10am and I just worked a double. But that's a few things I'd check.

I'd rerun exactly what you have now, and watch those variables closely. Try to record the values on a couple fails to see if there's some consistency in the mess-ups.
After that, I'd drop the reset to be last. If the mess-ups happen more or less, see if the two vars have different values and see if you can think of some reason why.
    

Re: Deathtanz Mantisk help: Boss music

 November 22, 2018, 08:33:26 am View in topic context
 Posted by Odb718  in Deathtanz Mantisk help: Boss music (Started by RedDragonCats17 November 19, 2018, 12:13:00 am
 Board: M.U.G.E.N Development Help

Make that helper an actual thing. Add an animation and everything that it needs.
Also, you may want to look into GameTime.
Use debug. I'm sure you're getting debug flood.

If you want it to loop, figure out how many tics the sound is. 60 tics is a second, but seconds are broken down into tenths, or 100ths, or 1000ths, So you'll be doing some rounding I'd imagine.
Then you could spawn a var to keep track of game time when the helper is spawned and do
time%the amount of tics the sound is=0
as a trigger.

Read up on the helper in general. There's a lot of tricky crap that can happen with them.

One thing that could mess with you is intros. You wont be able to control how long every character you face's intro is. So that's completely random, AND people will skip the intro, so that also messes up time and gametime estimations. Unless you're making a full game*

Something like
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time > 165  <<<<This,
is going to give you a repeating sound every single tic. Remember to LOCK down your triggers and then open them up. This is wide open after the clock hits 165. You wont like what you hear. Maybe this is why you think the helper is duplicated? Did you cycle through with CTRL+D to see that you had multiple helpers???