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Goku z2 beam collision help (Read 555 times)

Started by Veanko, June 04, 2012, 11:14:28 pm
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Goku z2 beam collision help
#1  June 04, 2012, 11:14:28 pm
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Hi.

im trying to make my character compatible with goku z2's beam collision. and i have got pretty much everything done. except im having one problem i can't seem to fix.

Spoiler, click to toggle visibilty

as you can see. the kamehameha beam is on top of the red ball. making it look a little werid. i have tried increasing the sprpriority and adding "ontop = 1" to the explod. but it didn't work.

you know if you can help me out with this?
something looks a little off...

Download my characters here: https://www.mediafire.com/folder/3u2w1pme88w8d/Mugen

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Re: Goku z2 beam collision help
#2  June 05, 2012, 06:47:30 am
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If sprpriority didn't work, then I don't know what to tell you.

Maybe increase the size of your ball so the white part seems "fused" with the Kamehamehahehemhema.
Re: Goku z2 beam collision help
#3  June 05, 2012, 07:15:28 am
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Hi.

im trying to make my character compatible with goku z2's beam collision. and i have got pretty much everything done. except im having one problem i can't seem to fix.

Spoiler, click to toggle visibilty

as you can see. the kamehameha beam is on top of the red ball. making it look a little werid. i have tried increasing the sprpriority and adding "ontop = 1" to the explod. but it didn't work.

you know if you can help me out with this?

Check Goku's sprpriority on his kamehameha. The max sprpriority is 5 for it to work. Try to make Goku's sprpriority lower and IT SHOULD work o-O

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Re: Goku z2 beam collision help
#4  June 05, 2012, 07:22:26 am
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The -5/5 limit is bogus.
Re: Goku z2 beam collision help
#5  June 05, 2012, 09:24:11 am
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If ontop is not working, it's because not only has goku used ontop for that bit, he has set up ontop after you.

See if you can use modifyexplod to reassign the ontop priority. This will not work if goku reasserts it each tick as well (and he might cos scaling)

Although really Cybaster should utilise a high sprpriority value as it would MOSTLY prevent things going in front, and partly prevent the above effect.


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Re: Goku z2 beam collision help
#6  June 05, 2012, 09:30:19 am
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this is exactly why ontop shouldn't be a boolean.


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Re: Goku z2 beam collision help
#7  June 05, 2012, 12:59:22 pm
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My scaling beam is not even written with ontop=1, and only has a sprpriority of 2 :

[mcode]
[State -2, Explod];Scaling part
type = Explod
triggerall = !numexplod(2464)
trigger1 = anim=2401 && animelem=2
anim = 2464
removetime = -1
supermove = 1
sprpriority = 2
id = 2464
pos = 36,-27
scale = .5,.5
bindtime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1

[state 17100,scale FX]
type = modifyexplod
trigger1 = numexplod(2464)
scale = fvar(20)*2. ,0.5+0.3*(fvar(20)-0.5)
id = 2464
ignorehitpause = 1
[/mcode]

How did you code the center ball ?
Try using the same code as Goku's center ball helper (state 2483 in helpers.cns).
Re: Goku z2 beam collision help
#8  June 05, 2012, 01:03:17 pm
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Ok. after looking around in goku z2's code. i noticed something really weird.

my sprpriority is set to 5. but his is on 3.

also he doesn't seem to have ontop = 1 anywhere. i even added ontop = 0 to the beam and still the same result.

wtf??

My scaling beam is not even written with ontop=1, and only has a sprpriority of 2 :

[mcode]
[State -2, Explod];Scaling part
type = Explod
triggerall = !numexplod(2464)
trigger1 = anim=2401 && animelem=2
anim = 2464
removetime = -1
supermove = 1
sprpriority = 2
id = 2464
pos = 36,-27
scale = .5,.5
bindtime = -1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1

[state 17100,scale FX]
type = modifyexplod
trigger1 = numexplod(2464)
scale = fvar(20)*2. ,0.5+0.3*(fvar(20)-0.5)
id = 2464
ignorehitpause = 1
[/mcode]

How did you code the center ball ?
Try using the same code as Goku's center ball helper (state 2483 in helpers.cns).

i tried to copy your code as much as possible.

this is the code for state 2481:

Spoiler, click to toggle visibilty

and this is the code for the ball(state 2483)

Spoiler, click to toggle visibilty
something looks a little off...

Download my characters here: https://www.mediafire.com/folder/3u2w1pme88w8d/Mugen

My youtube channel: http://www.youtube.com/user/TVeanko
Re: Goku z2 beam collision help
#9  June 05, 2012, 01:12:52 pm
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Everything seems fine in your code, that's really strange... o_o

If you want, you can send me your char beta via PM, and I'll see asap if I can fix it. If you do so, send me the few lines of code to modify in Goku please (your triggers), to save me some time.
Re: Goku z2 beam collision help
#10  June 05, 2012, 01:17:23 pm
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ah ok i will send you the triggers and her though a pm in a minute
something looks a little off...

Download my characters here: https://www.mediafire.com/folder/3u2w1pme88w8d/Mugen

My youtube channel: http://www.youtube.com/user/TVeanko
Re: Goku z2 beam collision help
#11  June 05, 2012, 10:22:11 pm
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Actually, i would like to point out a really stupid bug i had many years ago. A stage i'd coded fucked with EVERY sprpriority of explods, basically put them on top regardless. There was no reason for it. I recompiled the sff file (no changes, outright export import) and it was fune after that, this could potentially be the same thing.

Also, simply recoding the attack in a new file and copy pasting over the old one may fix it. I had a state once where

type= velset
trigger1 = 1
y = -3

Did absolutely nothing, No reason for it. Wiped the state and re-wrote, worked fine.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Goku z2 beam collision help
#12  June 06, 2012, 12:37:18 am
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For the love of God, I spent 45 minutes looking for the damn problem, and didn't find anything. :gonk:
Changed his code, changed Goku's code, switched priorities around, nulled stuff to check things, and everything is fine code-wise ...

For debug purpose though, please fix the vfacing=0 you have everywhere in statedefs 7000/7001 (which should be +/-1, not 0), and the parent helper that produces constant debug flood.
Also, I suggest doing what Cyanide suggested, as a last thing. Plus, your effect is cropped, so it's the occasion to use another one of fix it. :P

Also, I think it's really strange to just see her with a ball and no beam. It looks even stranger when Goku is P1, as if he was fighting "nothing". Try to add some FX to show the link between her and her FX.
Re: Goku z2 beam collision help
#13  June 06, 2012, 12:48:24 am
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Actually, i would like to point out a really stupid bug i had many years ago. A stage i'd coded fucked with EVERY sprpriority of explods, basically put them on top regardless. There was no reason for it. I recompiled the sff file (no changes, outright export import) and it was fune after that, this could potentially be the same thing.

Also, simply recoding the attack in a new file and copy pasting over the old one may fix it. I had a state once where

type= velset
trigger1 = 1
y = -3

Did absolutely nothing, No reason for it. Wiped the state and re-wrote, worked fine.

since i basically stole the sff form seravys suika. and just added a few sprites. i decided to test this with just seravys sff. with nothing added. since maybe something i added might have corrupted the sff.

unfortunately. the same problem still happens. so it has nothing to do with the sff i guess. (inless there is something wrong with seravys sff)

For the love of God, I spent 45 minutes looking for the damn problem, and didn't find anything. :gonk:
Changed his code, changed Goku's code, switched priorities around, nulled stuff to check things, and everything is fine code-wise ...

For debug purpose though, please fix the vfacing=0 you have everywhere in statedefs 7000/7001 (which should be +/-1, not 0), and the parent helper that produces constant debug flood.
Also, I suggest doing what Cyanide suggested, as a last thing. Plus, your effect is cropped, so it's the occasion to use another one of fix it. :P

Also, I think it's really strange to just see her with a ball and no beam. It looks even stranger when Goku is P1, as if he was fighting "nothing". Try to add some FX to show the link between her and her FX.

well. that sucks. it seems as though it is a bug with the engine.

i will fix the vfacing thing. i didn't really know that it had to be -1  ::)

turns out the debug flood was because of a couple of null states in statedef -2  :???:

i will rewrite the code to see if that fixes it. hopefully it does.

the reason there is no beam is because i can't find anything to go with the ball. but i could just find a beam-like-thing and add a palfx to it. as long it doesn't look ugly of course


EDIT: I think i just found out the problem!

the ball uses the "transparency" effect. after removeing this. the ball is now on top of the kamehameha!

you know like when your createing an anim in fighter factory. at the bottom there is "transparency" with a dropdown box saying addition or subtraction? well yeah. that it.

the only problem being. is that now the ball looks like utter shit.

im not really sure what to do. cause it seems all of the FX she has use this transparency effect. and theres no way i can create my own fx.

maybe i will need to go looking around for an FX that doesn't use this transparency effect?

or i could just do what rajaa said and inlarge the ball so the white part of the kamehameha looks "merged" with the ball.
something looks a little off...

Download my characters here: https://www.mediafire.com/folder/3u2w1pme88w8d/Mugen

My youtube channel: http://www.youtube.com/user/TVeanko
Last Edit: June 06, 2012, 01:35:58 am by Veanko
Re: Goku z2 beam collision help
#14  June 06, 2012, 01:56:10 am
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Oh right, i can actually SEE that in the screenshot you've posted too, it's blending with white, so, it's white. IIRC there is a sprite based solution for this, i just forget how to set it up. You'd need an additional layer with A1 or sub to get a different effect in place and cover over your current issue.

Or wait till 1.1 and then you can use alpha transparency which will resolve this...


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Goku z2 beam collision help
#15  June 06, 2012, 01:59:40 am
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Duplicate the image on a lower layer and give it sub transparency.

I can also see the blending upon closer observation of the picture in the original post.
Re: Goku z2 beam collision help
#16  June 06, 2012, 12:58:29 pm
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something looks a little off...

Download my characters here: https://www.mediafire.com/folder/3u2w1pme88w8d/Mugen

My youtube channel: http://www.youtube.com/user/TVeanko
Re: Goku z2 beam collision help
#17  June 06, 2012, 01:04:04 pm
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Two explods. The one on the lower layer should use the trans parameter to change its transparency to sub. Or you could use two animations, one with sub transparency and the other with add transparency.

http://elecbyte.com/mugendocs/sctrls.html#explod
Re: Goku z2 beam collision help
#18  June 06, 2012, 01:27:50 pm
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Ah sweet! its fixed! thanks rajaa, cyanide and cybaster!

now i will just do what cybaster suggested and add some sort of link between her and the ball.

also cybaster: sorry for wasting 45 minutes of your time. i didn't really know that the issue had nothing to do with coding.
something looks a little off...

Download my characters here: https://www.mediafire.com/folder/3u2w1pme88w8d/Mugen

My youtube channel: http://www.youtube.com/user/TVeanko
Re: Goku z2 beam collision help
#19  June 06, 2012, 01:48:55 pm
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No problem. I'll actually beta-test your character ASAP and send you feedback privately (tell me if there are things I shouldn't pay attention to for now).
Re: Goku z2 beam collision help
#20  June 06, 2012, 02:31:26 pm
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Ah ok. thanks cybaster!

also. be as harsh as you like when giving feedback. i can take it.
something looks a little off...

Download my characters here: https://www.mediafire.com/folder/3u2w1pme88w8d/Mugen

My youtube channel: http://www.youtube.com/user/TVeanko