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Explod showing up in FF3 test and not in Mugen (Read 352 times)

Started by Odb718, September 02, 2014, 09:02:53 am
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Explod showing up in FF3 test and not in Mugen
#1  September 02, 2014, 09:02:53 am
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I've got a move I've been working on . It spawns 7 explod(s) and it looks awesome. I plan to add maybe 1 or 2 more explod(s) to it.

I test it out in the quick version of mugen in Fighter Factory 3. Looks great.
I load up my regular build of Mugen and half of the effect is missing.
I've tried upping the settings to allow more explods. I set it to like 1200, it was at 200.

Why is one version of my mugen working and not the other? Can I steal the settings from FF3 and put them in my main build's cfg?



The "white ball" that's missing is actually 2 of the same image. Neither is there obviously.... WHY!?!?!?
           
Re: Explod showing up in FF3 test and not in Mugen
#2  September 02, 2014, 09:31:48 am
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Are you sure there are only 7 explods?
Re: Explod showing up in FF3 test and not in Mugen
New #3  September 02, 2014, 11:19:06 pm
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Well, you never can be TOO positive....

[State 1200, bubble]
type = Explod 
triggerall = numexplod(22022) =0
trigger1 = time = 1
anim = 22022
ID = 22022
postype = P1
pos = floor(60* (parent, Fvar(14))),floor(-200* (parent, Fvar(14)))
scale = 1,1

I figured the numexplod(X) = 0 would stop it from making 2 of the same explod. BTW, this is in a helper. So idk if I need to put something like parent, numexplod. I wouldnt think that would matter because it's in the same helper. I've done this triggerall for all of the explods. The numbers all match the spawning ID.

Still, if it was spawning say 100 of the same explod, It would be solid. On top of that, wouldnt it block both sets of Mugen from displaying the ball?

      Posted: September 03, 2014, 03:17:15 am
After debugging and debugging and and trying everything under the sun. It seems like one build of mugen doesnt like the sprite for the explod.
I've edited the animation so that one frame has the old image I was using in it. It blinks. Showing that the animation is being displayed in the proper location. I go right back to FF3 and load it up and the animation plays fine in FF3's mugen build...


You can see the animation and the sprites used. The new sprite doesnt even use a palette of 256 colors. I dont understand why my main mugen wont display it.

I dont think anything in the code is what's messing up. It has to be with the mugen build?

----
I couldnt see the mouse when exiting mugen and trying to load up the test mugen. That's why it takes so long for me to switch to everything.
           
Last Edit: September 03, 2014, 03:19:09 am by Odb718