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DNZRX768

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Messages by DNZRX768

    

Re: How to best solve this problem with HitDefAttr?

 April 30, 2023, 09:48:54 pm View in topic context
 Posted by DNZRX768  in How to best solve this problem with HitDefAttr? (Started by DNZRX768 April 26, 2023, 03:19:05 pm
 Board: Ikemen General Discussion and Help

In case if you're wondering, I've solved the problem by removing all offending pieces of code.

Was it ideal? Not really, but without knowing what is the creator's intent for the pieces of code, this is probably the only way forward to deal with the problem.

I guess it is another reason why to input a ton of comments into the code itself, just in case something needs to be fixed.
    

Re: How to best solve this problem with HitDefAttr?

 April 26, 2023, 05:03:35 pm View in topic context
 Posted by DNZRX768  in How to best solve this problem with HitDefAttr? (Started by DNZRX768 April 26, 2023, 03:19:05 pm
 Board: Ikemen General Discussion and Help

More testing is needed on my end and I am not at my computer. However, from the brief testing I did, I cannot cancel my attacks into a dodge.

I wonder if the coding is in to make sure the AI does not go crazy and cancel attacks into dodges...
    

How to best solve this problem with HitDefAttr?

 April 26, 2023, 03:19:05 pm View in topic context
 Posted by DNZRX768  in How to best solve this problem with HitDefAttr? (Started by DNZRX768 April 26, 2023, 03:19:05 pm
 Board: Ikemen General Discussion and Help

So, running some tests with Ikemen with all of the characters I have loaded into the program when I got this error flashed at me:

.\external\script\start.lua:1403: ./chars/Bowsette/Bowsette.cmd:883:
Missing '=' or '!='
stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1403: in function 'f_game'
   .\external\script\start.lua:1839: in function 'launchFight'
   external/script/default.lua:2: in function <external/script/default.lua:0>
   .\external\script\start.lua:1457: in function 'f'
   external/script/main.lua:3069: in function 'loop'
   external/script/main.lua:3189: in function 'loop'
   external/script/main.lua:4156: in main chunk
   [G]: ?

Here is the coding in question:

Code:
;---------------------------------------------------------------------------
;Dodge
[State -1, Dodge]
type = ChangeState
value = 760
trigger1 = command = "z"
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
trigger1 = command != "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr
trigger2 = statetype != A
trigger2 = ctrl

;---------------------------------------------------------------------------
;Dodge Forwards
[State -1, Dodge Forwards]
type = ChangeState
value = 761
trigger1 = command = "z"
trigger1 = command = "holdfwd"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr
trigger2 = command = "holdfwd"
trigger2 = statetype != A
trigger2 = ctrl


;---------------------------------------------------------------------------
;Dodge Backwards
[State -1, Dodge Backwards]
type = ChangeState
value = 762
trigger1 = command = "z"
trigger1 = command = "holdback"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr
trigger2 = command = "holdback"
trigger2 = statetype != A
trigger2 = ctrl

;---------------------------------------------------------------------------
;Dodge Down
[State -1, Dodge Down]
type = ChangeState
value = 763
trigger1 = command = "z"
trigger1 = command = "holddown"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = hitdefattr
trigger2 = command = "holddown"
trigger2 = statetype != A
trigger2 = ctrl

I think the problem is that all of the hitdefattr needs some more after the "hitdefattr" part, per the program's documentation. The problem is: WHAT I should put at the end? These moves in questions are dodges: press button and do a dodge or a dodge roll to avoid attacks; can't be attacking while doing so though...

This problem is affecting multiple characters, particularly of the same creator since the coding was copied to them, and I never had this problem when working in MUGEN 1.0 or (as best I can recall at the moment) previous versions of Ikemen, so this problem first appeared for me in Ikemen 99.0 RC1.

With that background info out of the way: what is the best way to address this problem?
    

Re: Super move effects too small?

 April 26, 2023, 02:36:43 pm View in topic context
 Posted by DNZRX768  in Super move effects too small? (Started by DNZRX768 April 25, 2023, 02:56:07 pm
 Board: M.U.G.E.N Configuration Help

I think I have fixed the problem, all thanks to POTS. Thanks!
    

Tools to edit and modify characters' arcade intros and outros?

 April 25, 2023, 03:05:03 pm View in topic context
 Posted by DNZRX768  in Tools to edit and modify characters' arcade intros and outros? (Started by DNZRX768 April 25, 2023, 03:05:03 pm
 Board: M.U.G.E.N Configuration Help

Made this topic a while ago, and no response. Thinking since the problem affects both Ikemen and MUGEN, I'd post it here.

So, I want to create and modify other character's arcade intros and outros to fit with the background music for these intros and outros. I have noticed that the music and the intros/outros gotten desync'd from what it was, thanks to improvements to computers, the program, and everything else. What kind of tools I should be looking at to modify and test the intros and outros?

Speaking of music, is there a way to determine how many "ticks" equal to one second of music? If I know that, then I should be able to get everything sync'd nicely.
    

Super move effects too small?

 April 25, 2023, 02:56:07 pm View in topic context
 Posted by DNZRX768  in Super move effects too small? (Started by DNZRX768 April 25, 2023, 02:56:07 pm
 Board: M.U.G.E.N Configuration Help

So, I have this problem when using Ikemen, but I think this also applies to MUGEN as well: I have recently installed a new screenpack for the engine and noticed that the default super move activation effects (the sparks and shockwaves that display when a character is activating a super move and the screen darkens), are too small, as if they are built for a different resolution than what the current screenpack calls for. Attempting to fix the problem by changing the localcoord only makes the lifebars too large.

What is the recommended solution to the problem of super move effects being too small due to resolution problems?
    

Tools to edit and modify characters' arcade intros and outros?

 April 12, 2023, 02:09:09 am View in topic context
 Posted by DNZRX768  in Tools to edit and modify characters' arcade intros and outros? (Started by DNZRX768 April 12, 2023, 02:09:09 am
 Board: Ikemen General Discussion and Help

So, I want to create and modify other character's arcade intros and outros to fit with the background music for these intros and outros. I have noticed that the music and the intros/outros gotten desync'd from what it was, thanks to improvements to computers, the program, and everything else. What kind of tools I should be looking at to modify and test the intros and outros?

Speaking of music, is there a way to determine how many "ticks" equal to one second of music? If I know that, then I should be able to get everything sync'd nicely.
    

Happy Easter!

 April 09, 2023, 06:54:28 pm View in topic context
 Posted by DNZRX768  in Happy Easter! (Started by DNZRX768 April 09, 2023, 06:54:28 pm
 Board: All That's Left

Happy Easter to everyone here today!
    

New Pikachu's update 7.0 release (4/4/2023)

 April 05, 2023, 01:15:51 pm View in topic context
 Posted by DNZRX768  in New Pikachu's update 7.0 release (4/4/2023) (Started by DNZRX768 April 05, 2023, 01:15:51 pm
 Board: Your Releases, 1.0+

Good morning. It has been a while since I have last posted any releases, over two years to be exact.

Today, I have a release to make: New Pikachu's 7.0 update will be released now.



For your information, the IKEMEN Go program has recently reignited my love and fondness for MUGEN in a massive way. This means that I do plan to migrate New Pikachu over to IKEMEN and start to use items and coding exclusive to that program. However this means that this update is probably one of (if not the) last update for New Pikachu before the migration into IKEMEN.

A list of what has been updated, coming from the Readme:

-A graphical overhaul on the Pikachu's Air Mail Attack.
--Updated the Pikachu Hot Air Balloon with new graphics
--Replaced the Pikachu-inside-a-ball characters with two new ones:
---a Pikachu cube floating on balloons, and
---a regular Pikachu floating on balloons.
--Updated the Pikachu truck/car sprites with modifications to the wheels so that they will appear to rotate and not be static.
-Coding changes to the Pikachu's Air Mail Attack:
--Updated the coding so that if the "mob" characters gotten hit, they don't suddenly disappear after a short time; they will properly fly off-screen and then disappear.
-Updated coding for both Thundershock attacks so that the projectile will not mysteriously disappear if Pikachu tried to perform the move while at or near the edge of the screen when being played in IKEMEN.

DOWNLOAD HERE:

https://1drv.ms/u/s!ArqzVsYqx-eHjRAGNAqARrnMvBAJ?e=0oSsDJ
    

Re: New Pikachu's Electric Projectile's going backwards?

 March 28, 2023, 01:26:08 pm View in topic context
 Posted by DNZRX768  in New Pikachu's Electric Projectile's going backwards? (Started by DNZRX768 March 26, 2023, 09:02:45 pm
 Board: Ikemen General Discussion and Help

I think it's because your offset of -57 is creating the projectile outside its camera boundaries, which default to 40. Try increasing "projedgebound".

That said you're right that Ikemen behaves different from Mugen in this aspect. I can report the issue.

And where I can find this "projedgebound" so I can test this solution?
    

Re: Noticeable delay in sound in Ikemen's latest version?

 March 28, 2023, 04:12:52 am View in topic context
 Posted by DNZRX768  in Noticeable delay in sound in Ikemen's latest version? (Started by DNZRX768 March 26, 2023, 07:31:11 pm
 Board: Ikemen General Discussion and Help

Nightly? What is that?
    

Re: Noticeable delay in sound in Ikemen's latest version?

 March 28, 2023, 04:08:15 am View in topic context
 Posted by DNZRX768  in Noticeable delay in sound in Ikemen's latest version? (Started by DNZRX768 March 26, 2023, 07:31:11 pm
 Board: Ikemen General Discussion and Help

Which version I should be using then, if I am to use Ikemen for enjoyment and posting on Youtube then?
    

New Pikachu's Electric Projectile's going backwards?

 March 26, 2023, 09:02:45 pm View in topic context
 Posted by DNZRX768  in New Pikachu's Electric Projectile's going backwards? (Started by DNZRX768 March 26, 2023, 09:02:45 pm
 Board: Ikemen General Discussion and Help

So, I have finally gotten around to updating New Pikachu, with key areas being graphical improvements and a bit of coding improvements. A particular goal down in the future is to make the leap to Ikemen from MUGEN with regards to my choice of fighting game engine. Updating New Pikachu to be fully compatible with Ikemen is a step in that direction.

Now, there is this problem where New Pikachu's electrical projectiles from the Thundershock moves are going backwards and disappearing entirely if the move is performed at or near either edge of the screen. See the video below for details.

https://files.catbox.moe/isgvvu.mp4

Now, I never had this problem at all when playing as New Pikachu in MUGEN 1.0. I have tested multiple versions of Ikemen (98.1 and 98.2) and I have this problem in both versions, so it might have to do something with New Pikachu's coding. Here are the coding for both moves:

Code:
;---------------------------------------------------------------------------
;FIREBALL_X
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000
velset = 0

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 6
channel = 0
value = 0, 2

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 8
projanim = 1005
projhitanim = 1006
offset = -57, -80 ;-70, -80
velocity = 3.5, 0
velmul = 1.01, 1
; HitDef part of projectile info
attr = S, SP
damage    = 72,4
getpower  = 60,0
givepower = 40,0
guardflag = MA
pausetime = 0,12
sparkno = 2
sparkxy = 90, 0
hitsound   = S2401,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8,0
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
palfx.time = 90
palfx.add = 0,15,75
palfx.color = 0
palfx.invertall = 1
palfx.sinadd=255,255,255,4

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;FIREBALL_Y
[Statedef 1010]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000
velset = 0

[State 1010, 1]
type = PlaySnd
trigger1 = Time = 6
channel = 0
value = 7, 1 ;0, 2

[State 1010, 4]
type = Projectile
trigger1 = AnimElem = 8
projanim = 1005
projhitanim = 1006
offset = -57, -88 ;-70, -88
velocity = 3.5, -3.5
velmul = 1.01, 1
; HitDef part of projectile info
attr = S, SP
damage    = 72,4
getpower  = 60,0
givepower = 40,0
guardflag = MA
pausetime = 0,12
sparkno = 2
sparkxy = 90, 0
hitsound   = S2401,1
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8,0
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
palfx.time = 90
palfx.add = 0,15,75
palfx.color = 0
palfx.invertall = 1
palfx.sinadd=255,255,255,4

[State 1010, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Can anyone figure out what is the problem and what is the solution?

Also, is there a parameter in Ikemen that makes inputs easier or harder to do? I was having an unusually difficult time inputting the quarter-circles needed for the special moves, so I was wondering if there is something new that is throwing off the inputs?
    

Noticeable delay in sound in Ikemen's latest version?

 March 26, 2023, 07:31:11 pm View in topic context
 Posted by DNZRX768  in Noticeable delay in sound in Ikemen's latest version? (Started by DNZRX768 March 26, 2023, 07:31:11 pm
 Board: Ikemen General Discussion and Help

I have just downloaded the latest stable version of Ikemen (98.2) and tested it out. I have noticed that there is a noticeable delay in sound. As in, when in the menu, I press up or down and the selection highlight moves just fine, but the beep sound that accompanies the movement rings in a half-second or so later. It is not a long delay, but it is enough to annoy me, as someone who is a bit picky with sound-to-action synchronization.

It is not just menu actions, it also seem to be impacting the fighting as well since I am noticing move sounds coming out a bit later than what I have expected or remembered.

So, is this just a problem with my computer, or is it something known to the development team that is being addressed? And if it is really on my end, where should I look to fix the problem?
    

Re: Help with Sprites, Sprite-sheets, and Palettes wanted

 January 06, 2023, 07:55:53 am View in topic context
 Posted by DNZRX768  in Help with Sprites, Sprite-sheets, and Palettes wanted (Started by DNZRX768 December 31, 2022, 11:43:25 pm
 Board: M.U.G.E.N Development Help

Hey, just letting you know that the tutorial from ODB718 and the sprite unpacker is working miracles here! Thanks!
    

Re: HAPPY NEW YEAR!!!

 January 01, 2023, 01:35:03 pm View in topic context
 Posted by DNZRX768  in HAPPY NEW YEAR!!!  (Started by Colonel Sanders January 01, 2023, 06:05:24 am
 Board: All That's Left

Don't we all.

Happy New Year to you too.
    

Help with Sprites, Sprite-sheets, and Palettes wanted

 December 31, 2022, 11:43:25 pm View in topic context
 Posted by DNZRX768  in Help with Sprites, Sprite-sheets, and Palettes wanted (Started by DNZRX768 December 31, 2022, 11:43:25 pm
 Board: M.U.G.E.N Development Help

Okay, I was thinking about getting back into MUGEN development for the first time in a long time. However, the long period of time that I was absent means that some important bits of knowledge have gotten lost from my head, especially the most important piece: how to generate a unified palette from sprites and sprite-sheets.

So, tonight, I have three questions:

1.) Say I want to add additional sprites into an existing character whose colors will not be impacted by the existing character's color choice (i.e. Adding a new thunderbolt projectile to Pikachu whose lightish-blue colors will not change, even though Pikachu will not always be yellow). Assuming I have the sprite prepared with an indexed palette and pcx format, what is the procedure to import the sprites properly into the character; is it as simple as just loading the sprites into Fighters Factory, or more steps are required?

2.) Say I have on my hands a complete sprite sheet like this one here:

https://www.spriters-resource.com/arcade/streetfighteralpha3/sheet/146068/

With the green background supposed to be the transparent color. Obviously, I need to cut the sprite-sheet up into individual pcx sprites to be imported into Fighters Factory. What is the procedure to process this sprite-sheet so that all of the resulting individual sprite pcx's share the same palette and what is the correct procedure to import them all into Fighters Factory?

3.) Say I have on my hands either
-a large pile of individual loose sprites with widely contrasting palettes that I want to meld into a single character (think Double from Skullgirls for example)
-a large pile of pre-cut-out sprites whom they all don't have an common indexed palette (either someone forgot to do so, or the sprites are not in the appropriate format like png or jpeg) but I want to make a character out of anyway, or
-a sprite sheet like the one used as an example in question 2, with additional sprites I want to use that is not on the sprite sheet (like someone generated extra moves for Sagat that is not in the original game) but, nonetheless, want to have a unified palette to use.

What is the procedure to process all of the sprites to properly prepare them for FIghter Factory and MUGEN useage, especially if they all need to have a unified palette?

I know this is a lot, but I will appreciate any help that is given to me.
    

Re: 2022 Character Updates (Guy and Ryu first)

 January 15, 2022, 02:12:48 pm View in topic context
 Posted by DNZRX768  in 2022 Character Updates (Started by PotS January 15, 2022, 10:28:50 am
 Board: Your Releases, 1.0+

Holy smokes, POTS's back!
    

Re: RIP Bob Saget

 January 11, 2022, 01:38:15 am View in topic context
 Posted by DNZRX768  in RIP Bob Saget (Started by Genosan742 January 10, 2022, 01:56:50 am
 Board: All That's Left

RIP.

Knew him from the Masked Singer. He seemed to be a decent guy.

My condolences to his family and friends.
    

Re: A.I. controlled characters moving before the fighting actually starts.

 January 05, 2022, 02:45:59 pm View in topic context
 Posted by DNZRX768  in A.I. controlled characters moving before the fighting actually starts. (Started by DNZRX768 January 02, 2022, 08:05:55 pm
 Board: M.U.G.E.N Development Help

Okay, so how do I stop it? Is there a piece of code I should be looking at?