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Odb718

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Messages by Odb718

    

Re: Issues with scaling and positioning

 January 24, 2013, 10:31:03 pm View in topic context
 Posted by Odb718  in Issues with scaling and positioning (Started by Bannana January 24, 2013, 06:18:11 am
 Board: M.U.G.E.N Development Help

type = modifyexplod
triggerall = teamside = 1
TriggerAll = Roundstate >= 0
Trigger1 = Var(47) >= 0


trigger1 = time%1 = 0  <<<<<<<<<, try adding this to it. It should make mugen check it every tic of the game if it doesnt automatically.
    

Re: Issues with scaling and positioning

 January 24, 2013, 07:18:50 am View in topic context
 Posted by Odb718  in Issues with scaling and positioning (Started by Bannana January 24, 2013, 06:18:11 am
 Board: M.U.G.E.N Development Help

with all these details it seems like you should be using a helper for all of this. PosAdd would be how I moved it so it was centered. Also I was thinking that it shouldnt scale. The explod gets posted and that's that. You need to add a check to state -2 to compare the var and the explod. If it's different it needs to delete it so an updated explod can be posted. If you use a helper you should be able to adjust the scaling inside the helper's state.
    

Re: Optimus/Pit/Krillin/War/Spawn Which character should I sprite???

 January 24, 2013, 07:00:17 am View in topic context
 Posted by Odb718  in Optimus/Pit/Krillin/War/Spawn Which character should I sprite??? (Started by Odb718 January 24, 2013, 12:28:20 am
 Board: Projects

I'm looking over Apocalypse and Onslaught. I think I might make a boss version of Optimus Prime very easily. They both dont seem to be over 70 images a piece.
I'd still do a normal or extremely big version of O.P. later. I think I'd like to see an Optimus Prime that is as tall as the screen.

Krillin doesnt look so great because of the lighting behind his head. Having his head and body in the shadows stinks. I'll try and mess with that and post a pic of something a little better.

Spawn does appear skinny in that line up. But I think that it's from how I took snapshots of all of them and lined them up. I believe it's the exact model used in SCII. http://soulcalibur.wikia.com/wiki/File:Spawnsc2.jpg I think if I had taken a precise approach to getting them lined up you wouldnt be able to see Krillin or Pit as clearly as Optimus Prime because of how small they'd be. That and the fact Spawn's left leg is skinnier and War's legs are both gigantic might be making an optical illusion.

War's model does have some negatives not shown in that pic. I think it'd be an easy work around for photoshop to batch the problem(s) out.

If I dump a lot of sprites for these characters and they get made, I'll become a dumping fool. I'll be able to do a character once a month depending on how much of a demand there is.
    

Re: Character editing questions.

 January 24, 2013, 06:09:30 am View in topic context
 Posted by Odb718  in Character editing questions. (Started by xcheatdeath January 23, 2013, 08:28:53 pm
 Board: M.U.G.E.N Development Help

the background music is probably an assertspecial in state -2 or state -3. I have no clue personally, but that's what I think the way you described it.

Some MK characters have hitsparks that fly out and land on the ground and become pools of blood that disappear after a while. If you just replaced the sparks you'd have pools of bright lights on the floor. Look at how the blood acts. If it changes into things then it's probably a helper. Just look at the hitdefs and see what the hitsparks are. If they're commented out, then just add them back in and delete the helper/explod he used to make the blood.
    

Optimus/Pit/Krillin/War/Spawn Which character should I sprite???

 January 24, 2013, 12:28:20 am View in topic context
 Posted by Odb718  in Optimus/Pit/Krillin/War/Spawn Which character should I sprite??? (Started by Odb718 January 24, 2013, 12:28:20 am
 Board: Projects

****** The sizes are NOT SET. This is just for demo purposes ******
These are the contenders. Click on the picture for a bigger view.

As I'm coming close to the end of Samus >>> http://mugenguild.com/forum/index.php?topic=137913
I'm getting restless looking for a next project. Check her out if you're wondering about the quality of sprites.
 I dont think I'd like to code the character, but I can rip sprites like crazy. So let me know which character you think is the best.
I'm willing to work with another person, or team, on any of the 5 above. I will have to see about releases they've done to check if they're serious about doing it.

The sprites will look  like the ones above in what ever poses. I'll probably change the lighting on Krillin.
I dont have War's gun or horse. <_<
Pit also has his shield.
Other than that, what ever's up there will be in the sprites.

When I've released Samus I'll start ripping the sprites of the top vote getter. Let me know what you guys think or if you have suggestions or requests. I'll see if I cant make it happen.
    

Re: Chun-li HD Market stage

 January 23, 2013, 05:48:00 am View in topic context
 Posted by Odb718  in Chun-li HD Market stage (Started by mrryu1985 January 20, 2013, 10:51:25 am
 Board: M.U.G.E.N Development Help

I got this I got this...
Download Fighter Factory 3!
    

Re: Landing velocity?

 January 23, 2013, 05:46:38 am View in topic context
 Posted by Odb718  in Landing velocity? (Started by Odb718 January 23, 2013, 12:06:46 am
 Board: M.U.G.E.N Development Help

Man what the heck! That's exactly what I tried the first time and it didnt work. Now I redo it and it's fine.

This is what I had/have
Code:
[State 52, Landing Hard]
type = PlaySnd
trigger1 = Time = 0
trigger1 = vel y > 37
value = 40, 3
[State 52, Landing Regular]
type = PlaySnd
trigger1 = Time = 0
trigger1 = vel y = [4.001,36.999]
value = 40, 2
[State 52, Landing Soft]
type = PlaySnd
trigger1 = Time = 0
trigger1 = vel y <= 4
value = 40, 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

Maybe because I had the -3 outside of my common states and didnt have them commented out or something. Could have sworn I had it all lined up.
When you mentioned it, I thought maybe I had the playsound under the vel/posset and that was the error but they werent.

Anyways, thanks for the additional info and making me triple check it.
    

Landing velocity?

 January 23, 2013, 12:06:46 am View in topic context
 Posted by Odb718  in Landing velocity? (Started by Odb718 January 23, 2013, 12:06:46 am
 Board: M.U.G.E.N Development Help

I want to change the sound that plays when my character lands depending on how fast she was falling.
 I've tired a -3 state and putting the code into state 52 in my common file.
Because the vel y is set at time = 0 there's no way to check the velocity to change the sound that plays.
Is there a way to do this? I cant seem to come up with anything for this problem.
    

Re: Need help with a changestate code if move is guarded by P2

 January 21, 2013, 08:56:37 am View in topic context
 Posted by Odb718  in Need help with a changestate code if move is guarded by P2 (Started by DeMoNk@I January 21, 2013, 04:06:43 am
 Board: M.U.G.E.N Development Help

This is what is usually used when I fireball or something hits P2

[State 1350, blocked]
type = ChangeState
trigger1 =(MoveContact)
trigger2 = roundstate!=2
value = 1353
ignorehitpause = 1

Like Rajaa said, make sure your other triggers are possible. Start with the least amount of triggers possible and add them in one at a time to see which one breaks it.

Wolverine's diving kick does something similar. Where he dives down, and bounces away if it's blocked, or he can combo into fierce kick from medium if it hits.

-----
Evil Ken also as a dive kick that bounces off. I believe it's Medium also. The "D, DF, F, B" move.
    

Re: Why is this happening like this?

 January 20, 2013, 07:44:41 am View in topic context
 Posted by Odb718  in Why is this happening like this? (Started by Sheng Long January 18, 2013, 10:39:59 pm
 Board: M.U.G.E.N Development Help

I know I ask a bunch of questions on here. But I have a lot more that I started to ask and never hit the post button on.
If you find out a problem to a question, you should post it. Reading what you have crossed out sounds like a current problem I'm having.
    

Re: Help with Fighter Factory 3

 January 20, 2013, 05:38:08 am View in topic context
 Posted by Odb718  in Help with Fighter Factory 3 (Started by Odb718 January 19, 2013, 11:48:54 am
 Board: Off-Topic Help

Thanks vgmaster2.0. I thought there was a way to have multiple stages selectable by presetting FF3. Like I have a list of "mugens" I can load up and one's for testing against Ryu, the next is against Ibuki. There's no way to list stages in the parameters huh?
    

Plasma effect for my Samus/Metroid needed!

 January 19, 2013, 09:31:49 pm View in topic context
 Posted by Odb718  in Plasma effect for my Samus/Metroid needed! (Started by Odb718 January 19, 2013, 09:31:49 pm
 Board: Development Resources

Not sure if this is the right section for a request like this.
I was wondering if someone would be badass enough to make a plasma effect for my Metroid Ultra. Something that looked like this.

But went from the top of the metroid down below and moved just like the plasma balls.
Kinda like this....

Obviously the metroid wouldnt be there. I'd like it to move on the inside of the metroid and into the Metroid's brain/eye balls. I'd love it if there were more than 1 "stream" of blue going down. If the plasma stream went towards the front of the metroid that'd be pretty nice too. The second white metroid set can be used as a template/guide. The small metroid isnt used for anything any longer.
Any help is appreciated.
    

Help with Fighter Factory 3

 January 19, 2013, 11:48:54 am View in topic context
 Posted by Odb718  in Help with Fighter Factory 3 (Started by Odb718 January 19, 2013, 11:48:54 am
 Board: Off-Topic Help

How can I make Fighter Factory 3 load particular stages when I hit run in Mugen?
I know I can make it load certain characters by editing TOOLS>OPTIONS>GENERAL>MUGEN - Paremeters:
Is there a way to get it to load stages instead of the test stage?
    

Re: Make a Helper bounce away on getting hit?

 January 18, 2013, 09:07:59 pm View in topic context
 Posted by Odb718  in Make a Helper bounce away on getting hit? (Started by Odb718 January 14, 2013, 06:19:50 pm
 Board: M.U.G.E.N Development Help

So, this isnt exactly what I'm looking for. I mean it works, but not the way I want Rajaa,
I use
Spoiler, click to toggle visibilty
But with the blank hitdef, it doesnt hit anything.... I only want it to lose the battles. Because the Metroid can sneak up behind you and latch on, or hit an open part of the body during an attack. So if the Metroid's behind the player but the player is punching, it goes through the player and misses where it should hit.
I think the 1,miss is the best I'm going to get it for now.
    

Re: Make a Helper bounce away on getting hit?

 January 17, 2013, 04:41:33 am View in topic context
 Posted by Odb718  in Make a Helper bounce away on getting hit? (Started by Odb718 January 14, 2013, 06:19:50 pm
 Board: M.U.G.E.N Development Help

I thought the hitdef would activate and stay active when all triggers are met? How can I stop it from activating until the second it hits? Or is there a second way or am I wrong.
    

Re: Make a Helper bounce away on getting hit?

 January 16, 2013, 07:41:08 am View in topic context
 Posted by Odb718  in Make a Helper bounce away on getting hit? (Started by Odb718 January 14, 2013, 06:19:50 pm
 Board: M.U.G.E.N Development Help

Gah. I dont think that set up's going to work Seraphs Ares. There's just too much going on in the state to be able to switch states and have everything continue working properly. It's getting shaky as is.

I might try something with priority = 1,miss. Hopefully it doesnt hit too too often.
The ultra's going to be a level 3 and I want it to be a strong ultra, but not unfair.
    

Make a Helper bounce away on getting hit?

 January 14, 2013, 06:19:50 pm View in topic context
 Posted by Odb718  in Make a Helper bounce away on getting hit? (Started by Odb718 January 14, 2013, 06:19:50 pm
 Board: M.U.G.E.N Development Help

 I want to be able to punch/kick/projectile a Helper state and have it basically bounce away.
 I'm using a hitoverride to null any changes in the state, but because it's an "attack" state, it automatically hits if there's contact.
How in the world can I get this to work?!
The helper comes out and flies at P2. It has both Clsn1 & Clsn2 boxes at all times. I'd like it if P2 hits either box type it bounces off. I already have the velset for it to bounce off. I just need the triggers. Maybe a variable?

How can I stop the hitdef from activating if P2 punches it?
    

Re: Simul mode question (special attack)

 January 14, 2013, 03:46:26 pm View in topic context
 Posted by Odb718  in Simul mode question (special attack) (Started by stopmotiontoysuniverse January 06, 2013, 10:39:16 pm
 Board: M.U.G.E.N Development Help

One thing you could try is to build all the hit reaction animations without collision boxes and stage the entire thing. Make it like a Throw where P2 just cant be hit.
This way P3 and P4 can battle the entire time in the background. 2v2 battles are awesome because of the chaos that can happen. A good Ultra that stops the battle can be pretty sweet to.
    

Re: Longer battle intro

 January 14, 2013, 05:55:32 am View in topic context
 Posted by Odb718  in Longer battle intro (Started by rockadude91 January 13, 2013, 08:53:19 pm
 Board: M.U.G.E.N Development Help

Rajaa, how do you find this stuff out? I searched the elecbyte wiki for start.waittime and it's not coming up. http://elecbyte.com/wiki/index.php/Backgrounds mentions nothing about it. How do you come up with all this stuff? Is there a better spot other than this site??
    

Re: wierd problems after converting from 6 button to 4 button

 January 14, 2013, 05:12:14 am View in topic context
 Posted by Odb718  in wierd problems after converting from 6 button to 4 button (Started by Memo January 12, 2013, 08:42:42 pm
 Board: M.U.G.E.N Development Help

If youre using a keyboard and not a stick it could be the keyboard "shorting out". Some keyboards can only see you press 2 or 3 keys at a time before they cant relay the info to the cpu. It's like if A = 1, S = 2, I =9, O = 10, and P = 11. If you press, A+I+O that translates to 20 out of the keyboard.