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Odb718

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Messages by Odb718

    

Re: Goro Fatality problem

 September 18, 2018, 12:21:52 pm View in topic context
 Posted by Odb718  in Goro Fatality problem (Started by odinus sinistro September 02, 2018, 06:10:54 pm
 Board: M.U.G.E.N Development Help

:thumbsup:
Very nice!
    

Re: Force Pallet Transformation At Start

 September 18, 2018, 12:17:36 pm View in topic context
 Posted by Odb718  in Force Pallet Transformation At Start (Started by Layanor September 18, 2018, 07:37:11 am
 Board: M.U.G.E.N Development Help

Post your Statedef 5900. It may answer some questions.
Btw, I'd slow down the color change until he's done drinking. Or halfway done. Seems a tiny bit early.
    

Re: Replicating Mitsuru's Freeze state

 September 17, 2018, 11:20:23 pm View in topic context
 Posted by Odb718  in Replicating Mitsuru's Freeze state (Started by Malisoulxd September 17, 2018, 02:04:30 am
 Board: M.U.G.E.N Development Help

It seems like you have more than a few typos. I'm not sure that's your problem or not. But Chai nID and
TriggerAll=!SelfAnimExist(7990)&&SelfAnimExist(503 0)
and the rest need to be fixed.
If P1 is sending P2 into a custom state P2 shouldn't have control. Something's off at that point of the code.

What is state 643? If it's the time when P2 is supposed to fly up, you have
[State 0, VelSet]
type=VelSet
trigger1=1
y=0
stopping that from happening.
    

Re: grab problem

 September 17, 2018, 11:07:00 pm View in topic context
 Posted by Odb718  in grab problem (Started by Marc123456789 September 17, 2018, 05:57:27 pm
 Board: M.U.G.E.N Development Help

Two quick things. One, you should have a selfstate backup plan in State 820. Two, you have a changestate in 821 instead of SelfState.

The selfstate in 820 is in case things go bad in 2v2. Just put a time >= about 2 seconds longer than your animation. So say your animation is 40 tics, I'd do time >= 180. If some how P1 messes up, you wont have to reset the round because P2 cant be hit and is locked up. Trust me, it happens.

For your flickering, You may want to try,
trigger1 = animelemtime(1) >= 0 && animelemtime(2) < 0
instead of 
trigger1 = AnimElem = 1
In your target bind.

trigger1 = animelemtime(5) >= 0
only for the last frame


The throw tool is good. I use onion skin to set up my throws. Put P1 in the bg, then make the animation and move the sprite(s) where you need. It lists the values for your targetbinds. Then reset all of the sprites to their 0,0 positions and it should work perfect.
    

Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more

 September 14, 2018, 09:12:05 am View in topic context
 Posted by Odb718  in MegaMan Zero help: Power Bar, disable Up as jump completely, and more (Started by RedDragonCats17 August 20, 2018, 03:41:51 am
 Board: M.U.G.E.N Development Help

You can set up a modify explod to mimic the intro animation, or just create it. It may be far easier to just have 3 white squares and bounce between them. Read Mugen Class for the modifyexplod. They can get stupid if you dont have all the needed values.

Use debug when coding. And having this problem you should be showing the hit boxes with Ctrl+C. It helps you see invisible stuff that will help you figure out your problems easier.
Make sure you're helper/explod is working by calling anim 0 in place of the one that's not showing up. If you dont see anything, it's not being created.


If you're going to add an effect that monitors if you're holding a button you may be able to do it without a variable. You'll just spawn the helper with Statedef -2 and kill it in Statedef -2 depending if either button is pressed.

There are a few benefits of using your original idea's power charge system over the cmd looking only for the tics method you have now.
The original method you Press X and it does a move, but if you hold it, it charges. Then you Press Y and it does a move and charges. If you let go of X while holding Y and press X a 2nd time, the basic X attack would work, all while charging. Then you could let go of Y and get the super version.
Another thing you possibly lose out on is 2x charging speed. Pressing X and Y at the same time could charge it for each button press.

You were very close to having the original way work. It was all your CMD. Your problem was you'd press Y while it was charging and it'd do a basic move, or if it was charged all the way up, it'd switch and do the super version. What you needed to check for was to see if "hold_x" was active or not when pressing Y.
You really should have set up two variables to watch your X and Y presses. If the way you have now works, keep it.
    

Re: Da-Ji the Dark Fairy

 September 14, 2018, 08:41:57 am View in topic context
 Posted by Odb718  in Da-Ji the Dark Fairy (Started by Vorse_Raidier September 03, 2018, 05:51:25 am
 Board: Your Releases, 1.0+

Let me know if you need help. It's mainly turnicating your values to whole numbers.
    

Re: Goro Fatality problem

 September 14, 2018, 08:33:54 am View in topic context
 Posted by Odb718  in Goro Fatality problem (Started by odinus sinistro September 02, 2018, 06:10:54 pm
 Board: M.U.G.E.N Development Help

So it seems that
v = 45
value = 6611
Is probably setting what animation State 5150 is using at the end of the round. 

But in your state 3001, you can see it SelfStates to 6006.
 Para quedar decapitado en el suelo
or
To be decapitated on the ground
Which is exactly what we see.
I personally wouldn't try to make an all new SelfState. Unless you're working with a full game and will edit ALL of your characters to have the new state.
Go through the states and animations you have and try to find a blank one so a 2nd body doesn't pop on screen.
Look in scorpion's State 5150 and look to see if it uses a variable to pick the animation. Look for a ChangeAnim with var(45) or something similar. You may be able to just set the var to become a blank animation and have it work.

One thing you need to add is the scream. The fatality is missing a lot without it! It's looking awesome!
    

Re: Simulating motion blur?

 September 12, 2018, 01:46:44 pm View in topic context
 Posted by Odb718  in Simulating motion blur? (Started by GDPenguin September 12, 2018, 07:35:13 am
 Board: Idea Engineering

It's kinda easy with an explod. But you will need to make a new sprite. Just use Photoshop's motion blur and you're in business.
You could even make an animation out of it too. Do the first frame short, the second one a little longer, on and on until you hit the length you want.
Set the sprite over a black background. Make the animation use addition and you'll be good.

To get the sprite to match your palette would be a little tougher.
    

Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more

 September 10, 2018, 01:51:01 am View in topic context
 Posted by Odb718  in MegaMan Zero help: Power Bar, disable Up as jump completely, and more (Started by RedDragonCats17 August 20, 2018, 03:41:51 am
 Board: M.U.G.E.N Development Help

I'm holding the button while trying both, and the power doesn't go up. Is there a alternative for a different trigger? trigger1 = command != "hold_x" is the only one I have in mind, since this'll trigger when you release the button.
You're telling my you're trying two different methods to get power to cancel out but the opposite isn't working. Why you'd expect the opposite of what you're doing to happen is beyond me. I'm not sure what trigger you want an alt for. You never actually say.
I know your overall idea. I get it. I'm not here to guess what your code is. I'm not here to guess what could be the problem. I try to answer specific questions. At this point I dont think your charging is working. Right? You said the power isn't going up. So work on that problem first.

I cant stress this enough. If you have multiple questions because you have unrelated problems, make multiple threads. The spamming the move is a CMD problem.

Here's the thing, I made a power add for the charge. When I let go, the power just stays.
This will make the charged slash, which requires maximum, to interfere with the regular attacks.
You dont say what the problem is. Or if this is THE problem, you dont ask or say how you'd like it to be. I dont see an actual point to this post. When you say things we dont know if it's a problem or what you want. Say how it is, say how you want it. This will help clear up a lot of confusion.

The main problem I'm getting is you need to learn to work the CMD file a little better. Getting power and having a second move wont interfere with a second move if you do the cmd properly.

I want it to go back down to 0 so that the charge attacks don’t interfere with the normal ones.
This should never be an issue. Ever. Put your charge attacks above the normal attacks in the cmd and add extra trigger checks. That's all you'd ever need for them to not mess with each other.
I honestly dont know how having power could possibly affect the normal attacks, unless you code it to. Did you code it to mess with them?? If not there's zero problem.

If you have a charge move that can charge only in 1 state, all the info goes into that 1 state.
If you have a charge move that can charge in any state, all the info goes into state -2.
Is this the problem?

    

Re: Goro Fatality problem

 September 09, 2018, 02:31:13 pm View in topic context
 Posted by Odb718  in Goro Fatality problem (Started by odinus sinistro September 02, 2018, 06:10:54 pm
 Board: M.U.G.E.N Development Help

I'd look in Scorpion's State 5150. If it's using a common file, which it probably is, look in the common file.
But in state 5150 something is making it choose anim 6611. You'll probably want it to switch to a blank animation.
You may be able to use a changeanim with a trigger checking prestateno and see if was in state 3001 Check if the animation is 8184. If both things line up then you know Goro just ripped you apart and it needs to display a blank animation. Look through all the animations and see if you have one. Otherwise just make one up. Most people use 9999 for their blank animation.

Have you gotten the frames to line up properly?
    

Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more

 September 09, 2018, 08:52:56 am View in topic context
 Posted by Odb718  in MegaMan Zero help: Power Bar, disable Up as jump completely, and more (Started by RedDragonCats17 August 20, 2018, 03:41:51 am
 Board: M.U.G.E.N Development Help

So the power should go away while holding the button down in the state that charges it?
I'm asking you if you want the power to reset, and you say you want it to reset but wonder why it's not charging. I'm not sure what your issue is at this point.
    

Re: Goro Fatality problem

 September 09, 2018, 08:48:04 am View in topic context
 Posted by Odb718  in Goro Fatality problem (Started by odinus sinistro September 02, 2018, 06:10:54 pm
 Board: M.U.G.E.N Development Help

It seems that you're using a blank animation for P2 and using explod animations. After the blank animation is over it switches to the headless sprite. So you need to either increase the length of the blank animation, or make it not switch to the headless animation.
Use debug, ctrl+d, to switch to P2. Do the fatality and take note on what animation is playing. When it changes to the last frame, look for that animation. See if the time is -1 or another number. If it's a positive number, you can increase it. BUT that may mess up another fatality.
In the states you want to look for the stateno P2 is in when it's dead.
The image changing may actually be P2 switching states. So see if it switches and look at what animation plays.
    

Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more

 September 08, 2018, 02:39:58 pm View in topic context
 Posted by Odb718  in MegaMan Zero help: Power Bar, disable Up as jump completely, and more (Started by RedDragonCats17 August 20, 2018, 03:41:51 am
 Board: M.U.G.E.N Development Help

If there's a way that the power should go away without using the move, set up the triggers to look for that exact set up.
If the power should only go away when he does the move, you can set that right in the Statedef.

poweradd = -Power ;This should work, otherwise use -1*Power
    

Re: Goro Fatality problem

 September 08, 2018, 02:37:35 pm View in topic context
 Posted by Odb718  in Goro Fatality problem (Started by odinus sinistro September 02, 2018, 06:10:54 pm
 Board: M.U.G.E.N Development Help

What you should do is slow the animations waaay down. You may want to add a 0 to all of the frames.
So all the frames that take 5 tics, take 50 tics. The frames that are 4 tics take 40 tics. Then you'll be able to see what frames are the problem.

BUT
If you pause your video around 1 second in, you'll see Goro grabs Scorpion and it looks normal. Then Goro moves to the second position and Scorpion is out of alignment. It looks like that frame Scorpion needs to be mirrored. Like Scorpion is looking left. But following the animation, Scorpion should be looking to the right.

Your timing is off for sure. Use Youtube's setting and set the speed to 0.25. You'll be able to see what parts are off.
I use Fighter Factory 3/Studio's Onion Skin feature to line up my throw animations. You should be able to use it too. Set Goro's sprite to be the gray image in the background and Scorpion's image in the Animations window. If you dont have them in Goro, import them under Sprite>Import from another project.
    

Re: MegaMan Zero help: Power Bar, disable Up as jump completely, and more

 September 08, 2018, 12:04:18 am View in topic context
 Posted by Odb718  in MegaMan Zero help: Power Bar, disable Up as jump completely, and more (Started by RedDragonCats17 August 20, 2018, 03:41:51 am
 Board: M.U.G.E.N Development Help

[State -1, Rising Flame Slash]
type = ChangeState
value = 1400
Isn't working when checking for control because mugen is trying to send you into a jump state. You're holding up so it's trying to switch states on you.
Use debug to see what state(s) you're being sent into when you press Up.

You have to remember this is a computer. They only do EXACTLY what you tell them to do. So if you're thinking it should do something because it's common sense, they have 0 of it.
    [State -2, Saber Power]
    type = PowerAdd
    trigger1 = command = "hold_x"
    value = 15
adds, but when you let the button go it just stays. That's exactly what you have there. If you want it to do something when you let the button go,
    [State -2, Saber Power Subtract]
    type = PowerAdd
    trigger1 = command != "hold_x"
    value = -1*Power
    

Re: Goro Fatality problem

 September 07, 2018, 01:49:21 pm View in topic context
 Posted by Odb718  in Goro Fatality problem (Started by odinus sinistro September 02, 2018, 06:10:54 pm
 Board: M.U.G.E.N Development Help

It seems like the same animation is being used twice. Edit one of the values for P2. If both change you have a bigger problem. If only the one changes, find the animation you need and use that value. Then change the second value to the animation you want for it.

Also, because you have two animations, make sure only 1 helper is being spawned if you're using helpers. Otherwise you might be seeing explods.
    

Re: Contributor Suggestion Thread

 September 06, 2018, 11:36:34 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: Da-Ji the Dark Fairy

 September 03, 2018, 03:57:21 pm View in topic context
 Posted by Odb718  in Da-Ji the Dark Fairy (Started by Vorse_Raidier September 03, 2018, 05:51:25 am
 Board: Your Releases, 1.0+

After testing it more, I get to 18 hits, the 19th would kill P2, but how much damage it takes of switches and the hit reaction changes. the 20th attack kills P2. I had P2 in the corner. Doing the attack in the center of the stage I got up to 17 hits before it missed.
    

Re: Da-Ji the Dark Fairy

 September 03, 2018, 08:59:36 am View in topic context
 Posted by Odb718  in Da-Ji the Dark Fairy (Started by Vorse_Raidier September 03, 2018, 05:51:25 am
 Board: Your Releases, 1.0+

The character wont run for me. I'm on Mugen 1.0.

I get the errors
Spoiler, click to toggle visibilty
After fixing the problems to get it to boot on 1.0, there's a few things that need work.
SFP is an infinite. State 220 can combo into 220.
If you do SMK target combo and hold fwd and SLP it'll do the 1800 special.
There are more than a few problems.

Aside from all that, I think this character has a ton of potential. I actually like how the character combos and isn't the regular character out there.
    

Re: Contributor Suggestion Thread

 September 03, 2018, 08:19:07 am View in topic context
 Posted by Odb718  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 am
 Board: Feedback