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RockJohn's Question/Bug Help me Thread (Read 513 times)

Started by RockJohnAxe, October 06, 2009, 05:54:25 am
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RockJohn's Question/Bug Help me Thread
#1  October 06, 2009, 05:54:25 am
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Hello Guys,  Im working on Creating my First fully-fledged from scratch Fighter creating all the animations myself.  Now that im starting to hit the Coding portion im hitting a few snags.  Ive read countless tutorials and have done a lot of Trial and error to get what I have so far Done.

Just so you know, I used KFM as a base and have been putting my animations over his and adjusting the Code as I go.

If you havent seen my Fighter the Thread is here: http://mugenguild.com/forumx/index.php?topic=104242.0

   I would classify my coding knowledge as Advanced.  Im well past the basics but am not remotely close to expert.  I greatly appreciate any help you guys(or Girls :P) can give.


Special Move Coding

1. One of my Moves my fighter molds into a different shape and makes a powerful attack..  I would like to make my fighter hittable, but when hit isnt really Phased, Like juggernaught for example.  I would like this “Toughness” or what ever you wanna call it, only during this single move. So while doing the move he is able to be hit and take damage without stopping the move itself.

2.  Another Move is a Teleport, one to the right side and one to the Left side of the Screen.  Should I just use a Posset for this? Is there a better way make him teleport after the command motion is input.           I looked at Dhalsim’s and Bison’s teleport but they started to use Variables for all the different motions which is where I got confused, because I couldn’t find anything that reacted to how the variables were set making it seem pointless to me.

3.  Another move im working on is a Self-healing type ability. The entire move would last prolly about 12 Seconds, healing about 20 Life every 3 Seconds.  Can I just trigger multiple lifeadd that trigger at certain animelem’s.  So basically the longer he can cast this ability the more life he gets, but if someone hits you it stops.


Projectiles

1.  How do I make a projectile kinda wave up and down as it moves along.  Cause this one projectile is supposed to kinda hover along floating slightly up and down. Im not sure how todo that. I would assume something with variables, but im not sure.

2.  How can I  make a Lobbing Arc with my projectile. I want it to move up and forward slightly then arc downwards to the ground.



Questions

1.  Can I give any Explod’s a CLSN’s and a HitDef?

2. Can a Projectile’s Hitting a target (Ending animation) have a CLSN with a Hit Def? For example an exploding projectile.

3.  When a Special move that has a velocity that raises you up, how do I stop him from just floating at a higher level? Like a Shoryuken for example, he flies into the air then falls down.  Im missing the fall down part.

4.  What does a –1 in the Frame time for a single frame of an animation mean? Is that like an infinite Loop?

5. Say I have 5 Win poses and 3 Intros.  How do I make them randomly chosen?

6. Is it possible to have a poison type effect? Something that does damage every second for say 10 seconds?


Bugs/Glitchs

1.  I started putting in my Guard Animations over KFM’s and now im getting invalid state transfer to 120 from 120.  I cant figure out what the issue is, cause the Frame Times and everything is the exact same as KFM’s.   Also when my fighter blocks an attack he gets stuck in the Blocking Animation unless a direction or other button is pressed to take him out.  Also if I air guard, my guy just starts spazzing and glitching, floating upwards into the sky. Again unless a direction or other button is pressed to take him out, he will float upwards and off the screen.  The only thing ive done with the guards is put in my own animations over KFM’s so I don’t understand why im getting such a random behavior.





I have a Few more Questions, but I would like todo some more Trial and Error with those moves before I break down and Ask.

Thanks again for any Help!!
Ore no Kachi da na!
Last Edit: October 14, 2009, 03:13:17 am by RockJohnAxe
Re: RockJohn's Question/Bug Help me Thread
#2  October 06, 2009, 07:29:44 am
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Good grief, that's going to take some typing to answer.

1: You are trying to achieve super armour. There is a base level code to this feature in the code library.

2: Use [mcode]posadd posset[/mcode] Either will do. Dependant on how you wish it to work, you may find posset more suitable for what you are trying to achieve.

3: That or a permanent trigger with a persistent value attached.

1: Use a helper instead. You should use a variable here, increment the velocity while the var is 0, and decrease it when it's 1. Change the value as and when the velocity reaches a certain level. Helpers have their own variable sets so don't worry about what value you use.

2: Projectiles take an Accel value, either use that, or use a helper (again) and apply gravity to it to drop it.

1: No

2: Use a helper instead, 2 states, one for the hit, one for the boom.

3: Give yourself some gravity, or a positive velset to bring you down again.

4: Display sprite forever.

5: Either [mcode]varrandom[/mcode] and set up a number of changestates or (and this is more common these days value = first winpose+random%number of winposes you have Insert your own values there.

6: Full game only. And to anyone else reading FULL GAME ONLY. You can't hurt someone and be fair about how they take damage after that point. It's not nice to varset in custom states, and full screen unblockable hitboxes are not viable. Also, you'd still need the lifeadd code in the opponents states. Feel free to poison yourself though.

1: Where did you get your common1.cns from? Are you using the one in data, or one you pulled from some other character? That was a fault with some old old guardstates, it shouldn't be a problem if you have a current version of mugen (not including the newnew one)


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: RockJohn's Question/Bug Help me Thread
#3  October 06, 2009, 09:31:03 am
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Thanks alot for your help Cyanide. I appreciate it.

Quote
1: Where did you get your common1.cns from? Are you using the one in data, or one you pulled from some other character? That was a fault with some old old guardstates, it shouldn't be a problem if you have a current version of mugen (not including the newnew one)

Im using the Standard Common1.cns i got from either mugen or probably KFM himself.  I Learned of mugens existance several months ago so my version is recent but definately not the newest.

So what should i try todo about this? just copy over an untouched KFM's Common1.cns?

Also while testing a default KFM im not getting any of these invalid state errors while guarding, which is weird cause all i did was sub out his sprites.
Ore no Kachi da na!
Re: RockJohn's Question/Bug Help me Thread
#4  October 06, 2009, 09:51:26 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Well, KFM's common is in Data. Are you able to provide a word for word description of what the fault actually is? If you're getting them in debug you can have a look at what state he's actually in too.


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: RockJohn's Question/Bug Help me Thread
#5  October 06, 2009, 03:11:18 pm
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Player Dark Shadow (33) in state 120 has entered invalid state 120 from state: 0 (or state 20 if he was moving).

I also tested and my KFM is also triggering those errors, although not in test mode you dont really notice it.

Maybe my Common1.cns is dieing.

Quote
3: That or a permanent trigger with a persistent value attached.

Man im gonna have to read more about triggers and variables.
Ore no Kachi da na!
Re: RockJohn's Question/Bug Help me Thread
#6  October 06, 2009, 11:12:26 pm
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
I'd say your common1.cns is actually incorrect. I don't know why, or how, but it is. Download either RC2 and continue your development in that, or redownload mugen and get the correct common1.cns that's not stuffed.

As for the lifeadd, what you were suggesting would work fine, but

[mcode]
type = lifeadd
trigger1 = 1
value = 20
persisten = 180
[/mcode]
Is a little less trigger intensive.


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: RockJohn's Question/Bug Help me Thread
#7  October 14, 2009, 03:12:16 am
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Quote
1: Use a helper instead. You should use a variable here, increment the velocity while the var is 0, and decrease it when it's 1. Change the value as and when the velocity reaches a certain level. Helpers have their own variable sets so don't worry about what value you use.

Im sorry Cyanide, but i just cannot get it to work. I cant figure out how to get it to constantly check the variable as the projectile floats along.

Just trying to get a wavey kinda   /\/\/\/\/\/\/\/\/\/\ UP/down hover movement going with this Projectile.

So far ive managed to get it to adjust the variable but then it just stays in that one direction until its off the screen. I cant seem to get it to go up and down.

Thanks

I need a push in a direction so i can better grasp how it would work/look.
Ore no Kachi da na!
Re: RockJohn's Question/Bug Help me Thread
#8  October 14, 2009, 11:20:57 am
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Just trying to get a wavey kinda   /\/\/\/\/\/\/\/\/\/\ UP/down hover movement going with this Projectile.

So far ive managed to get it to adjust the variable but then it just stays in that one direction until its off the screen. I cant seem to get it to go up and down.

Thanks

I need a push in a direction so i can better grasp how it would work/look.

The best way to get a periodic movement (in this case up and down) is IMHO with trigonomical functions (sin, cos)

The cos function should do exactly what you want:


It's a little confusing because this graph describes the velocity of your movement and not the position. Because when you are at the center your velocity will be at its maximum, when you are going to the top or the bottom your velocity will decrease until it reaches zero and then increase again when you are going back to the center.

More detail:
Spoiler, click to toggle visibilty

You should use something like this for the Y-velocity:
[mcode]
Y = -2*cos(Time*Pi/60)[/mcode]

The -2 is scaling the height of the movement, the 60 is scaling the width. Try playing with these values and you should get what you want.

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Re: RockJohn's Question/Bug Help me Thread
New #9  October 14, 2009, 01:19:18 pm
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wow i think my brain melted a little bit lol. But thank you, i shall try it out and see how it works out for me.

Ill let you know how it goes

Thanks alot!

Edit: Btw What does W.I.P. actually stand for? i assumed work in progress
Ore no Kachi da na!
Last Edit: October 14, 2009, 02:58:54 pm by RockJohnAxe