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Re: How to make characters gain more bar when receiving hits?

 August 08, 2021, 11:50:06 am View in topic context
avatar  Posted by NotAGoodName  in How to make characters gain more bar when receiving hits? (Started by Xalakai August 03, 2021, 09:28:16 am
 Board: M.U.G.E.N Configuration Help

Mugen.cfg has a setting (under [rules]) called Default.GetHit.LifeToPowerMul.  I think the default setting is .7 ... at least that's what mine is?

Other than that, this is usually handled by the character doing the attack.
    

Re: homing code (x distance only)

 August 08, 2021, 11:44:10 am View in topic context
avatar  Posted by NotAGoodName  in homing code (x distance only) (Started by Momotaro August 07, 2021, 11:42:21 pm
 Board: M.U.G.E.N Configuration Help

So, I actually did something like this once.  It's kind of ghetto looking, but I tried to base it on behavior I observed from the original game.  This will, unfortunately, have the effect of making you go backwards if you somehow over-shoot.

Code:
[State 300, 1]
type = VelSet
trigger1 = Time = 0
y = -9

[State 300, 1]
type = VelSet
trigger1 = 1
x = (p2dist x) / 25

I just set the Y-velocity once so that the effect looks like a hop.  The X-velocity will then slow down as it approaches the opponent and come to a complete stop when X distance is 0.
    

Re: Adding helpers.

 July 31, 2021, 08:54:49 am View in topic context
avatar  Posted by NotAGoodName  in Adding helpers. (Started by SNEAKYTING July 30, 2021, 09:54:56 pm
 Board: M.U.G.E.N Development Help

This might sound like I'm being a massive jerk, but here goes.

You didn't post code for statedef 3003 or 3001, but those statedefs (the actual helper code) need to actually have valid hitdefs.  If there's no hitdef, or the hitdef isn't valid, it won't do anything but spawn the helper.
    

Re: Help needed to balance this dodge roll

 July 31, 2021, 08:45:45 am View in topic context
avatar  Posted by NotAGoodName  in Help needed to balance this dodge roll (Started by DNZRX768 July 30, 2021, 05:51:13 am
 Board: M.U.G.E.N Development Help

I'd start with doing what every other game does.  Make it able to be hit by throws.
    

Re: what program is this?

 June 15, 2021, 07:26:58 pm View in topic context
avatar  Posted by NotAGoodName  in what program is this? (Started by oscar123 June 15, 2021, 03:20:20 pm
 Board: Development Resources

That's not a modeling program.  He's pulling frames from video with a video editor.  Not sure which one, though.  I'm not really into that stuff, so they all look the same to me...
    

Re: What's the fastest way to index char sprites from a different sff?

 June 08, 2021, 09:32:22 am View in topic context
avatar  Posted by NotAGoodName  in What's the fastest way to index char sprites from a different sff? (Started by extravagant June 07, 2021, 09:47:18 am
 Board: Development Resources

Open both SFFs as separate projects in FF3.
Import the necessary palette(s).
Use the import sprite function to import from one project to another and use the option to force the correct palette.

You can also use the adapt to palette option if you're feeling lucky.
    

Re: Created a move, but only the CPU execute it.

 June 02, 2021, 07:07:30 pm View in topic context
avatar  Posted by NotAGoodName  in Created a move, but only the CPU execute it. (Started by Memory Treasures June 02, 2021, 05:25:00 pm
 Board: M.U.G.E.N Development Help

SCRTLs in the CMD file need to be in order of complexity.  So the state in -1 (what you put in the first post) needs to be before any other QCF+P moves because it's using X+Y.

Or in summary, there's a 100% chance that your move is being overridden by QCF+X or QCF+Y.
    

Re: Fixing busted small portraits

 May 25, 2021, 07:59:44 pm View in topic context
avatar  Posted by NotAGoodName  in Fixing busted small portraits (Started by Shutterbug May 19, 2021, 04:54:19 am
 Board: M.U.G.E.N Discussion

Process is always the same to fix it.

1) Try charsfffdtow.exe
Just drag and drop the SFF onto the program

2) Open the SFF in FF3, auto arrange the sprites, save.

One of those will fix it.
    

Re: slow down MUI life drain

 May 16, 2021, 11:29:18 am View in topic context
avatar  Posted by NotAGoodName  in slow down MUI life drain (Started by Portaldude May 16, 2021, 09:24:13 am
 Board: M.U.G.E.N Development Help

Those combo lifeadds are not in the negative states.

In IA.cns, which is statedef -2, you will find these.

Code:
[State 0, LifeAdd]
type = LifeAdd
Triggerall = stateno != 21700
triggerall = ctrl
triggerall = roundstate = 2
triggerall = var(2) = 7
trigger1 = gametime%10 = 0
value = -3
Kill = 1
ignorehitpause = 1

[State 0, LifeAdd]
type = LifeAdd
Triggerall = stateno != 21700
triggerall = !ctrl
triggerall = roundstate = 2
triggerall = var(2) = 7
trigger1 = gametime%10 = 0
value = -3
Kill = 0
ignorehitpause = 1

Var(2) = 7 is MUI mode.  (Var(3) seems to be something with Kaioken, btw).  So you tweak the value and gametime% numbers to your liking.
    

Re: What is wrong with this coding?

 May 05, 2021, 02:39:42 am View in topic context
avatar  Posted by NotAGoodName  in What is wrong with this coding? (Started by Redben May 04, 2021, 11:31:06 pm
 Board: M.U.G.E.N Development Help

Z is not supported in Mugen 1.x
    

Re: Zero Rugal by "ALLIES" cannot be modified

 May 02, 2021, 10:36:25 am View in topic context
avatar  Posted by NotAGoodName  in Zero Rugal by "ALLIES" cannot be modified (Started by Redben May 02, 2021, 06:57:34 am
 Board: M.U.G.E.N Development Help

Welp.  We need to think about how this could be possible.  If you want to change the power and changing the power makes this happen, then it is checking for power.

So... In "ZERO Rugal_N0.cns", Statedef -2, we find this:

Code:
[State -2, SuperPause]
type = SuperPause
trigger1 = authorname != "ALLIES"
trigger2 = Name != "ZERO Rugal-ALLIES"
trigger3 = Const(data.life) != [1000,3000]
trigger4 = Const(data.attack) != [100,300]
trigger5 = Const(data.defence) != [100,300]
trigger6 = Const(data.power) != 10000
anim = -1
darken = 1

Want to null that.

Find some more junk later by searching for "10000"...
Code:
[State 0, Explod]
type = Explod
trigger1 = authorname != "ALLIES"
trigger2 = Name != "ZERO Rugal-ALLIES"
trigger3 = Const(data.life) != [1000,3000]
trigger4 = Const(data.attack) != [100,300]
trigger5 = Const(data.defence) != [100,300]
trigger6 = Const(data.power) != 10000
anim = 99999
id = 9999
pos = 0,100
postype = left
bindtime = -1
removetime = -1
sprpriority = 9999
ontop = 1
removeongethit = 0

More in statedef -3

Code:
[State -3, SuperPause]
type = SuperPause
trigger1 = authorname != "ALLIES"
trigger2 = Name != "ZERO Rugal-ALLIES"
trigger3 = Const(data.life) != [1000,3000]
trigger4 = Const(data.attack) != [100,300]
trigger5 = Const(data.defence) != [100,300]
trigger6 = Const(data.power) != 10000
time = 99999999
anim = -1
darken = 1

Code:
[State 0, Explod]
type = Explod
trigger1 = authorname != "ALLIES"
trigger2 = Name != "ZERO Rugal-ALLIES"
trigger3 = Const(data.life) != [1000,3000]
trigger4 = Const(data.attack) != [100,300]
trigger5 = Const(data.defence) != [100,300]
trigger6 = Const(data.power) != 10000
anim = 99999
id = 9999
pos = 0,100
postype = left
bindtime = -1
removetime = -1
sprpriority = 9999
ontop = 1
removeongethit = 0

So uhh...search for all that junk and null it out.  Maybe that will fix it.

    

Re: How to fix misaligned throw, projectiles and sprites

 April 26, 2021, 02:06:47 pm View in topic context
avatar  Posted by NotAGoodName  in How to fix misaligned throw, projectiles and sprites (Started by AuMiO VXC April 26, 2021, 01:42:55 pm
 Board: M.U.G.E.N Configuration Help

Don't use CNS scaling.
    

Re: using P2 head position as a pos add

 April 09, 2021, 03:12:01 am View in topic context
avatar  Posted by NotAGoodName  in using P2 head position as a pos add (Started by Momotaro April 08, 2021, 07:20:01 pm
 Board: M.U.G.E.N Development Help

    

Re: AIs that adhere to charge commands.

 April 08, 2021, 01:49:32 am View in topic context
avatar  Posted by NotAGoodName  in AIs that adhere to charge commands. (Started by RagingRowen October 25, 2020, 01:44:14 pm
 Board: Requests

So, this probably isn't what you're looking because I'm a nobody that makes one crappy character every 2 or 3 years, but I actually did this a couple of times.

Code:
[Statedef -2]
[state -2, AI Charging]
type = VarSet
triggerall = (AILevel > 0)
trigger1 = 1
var(1) = IfElse((stateno = (41||42||100||299||819||799||399) && time = 0),0,(var(1) + 1))

[state -2, AI nocheat]
type = VarSet
triggerall = (AILevel > 0)
trigger1 = stateno = (0||20)
var(1) = 0

[state -2, AI Charged]
type = VarSet
triggerall = (AILevel > 0)
trigger1 = 1
var(2) = IfElse((var(1) >= 45),1,0)

So the first SCTRL checks if I enter a state that I can't enter from charging.  If I do so, reset the time check to 0.  Otherwise, add 1 to the variable per tick.  Second SCTRL just straight up makes the variable 0 if I'm standing still or walking forward.  Then, I set another variable to 1 when my timer reaches 45 because I'm lazy and a garbage programmer.  (I think my plan was to generalize this technique in case I ever made a character with multiple charge times.)

With the right triggers in my AI, this (more or less) forces the AI to emulate charging behavior.  Pretty basic, and I never observed my AI cheating.  Might do some frame perfect BS here and there, but super low tier beatemup characters need all the help they can get...
    

Re: Problem with localcoord

 March 06, 2021, 11:47:38 pm View in topic context
avatar  Posted by NotAGoodName  in Problem with localcoord (Started by Fixer March 03, 2021, 10:38:40 pm
 Board: M.U.G.E.N Development Help

I have no idea what either one of you are talking about.

The projectile is too low???  That is impossible.  The only way you can make that happen is if you increased the scale with CNS, then decreased size with localcoord.  DO NOT DO THAT.

Only use localcoord to change the scale.  If you want the character to be half the size, you double the localcoord.  localcoord = 640,480 is half size character.

Do not chnage anything else.  Do not use CNS scaling.  Definitely do not use CNS scaling and localcoord together unless you are ready for a huge project.
    

Re: Problem with localcoord

 March 04, 2021, 07:31:17 am View in topic context
avatar  Posted by NotAGoodName  in Problem with localcoord (Started by Fixer March 03, 2021, 10:38:40 pm
 Board: M.U.G.E.N Development Help

Localcoord doesn't work like CNS scaling.  You don't need to modify any of that stuff.  If you change the localcoord, mugen scales everything to that coordinate space.

So uhh...un-modify everything except the localcoord part.  The only things that you should need to edit are things like custom gauges and full-screen effects.  Honestly, I never even bother doing that.


Summary:  Your problem is that there is no problem.  You just did way more than you needed to.  lol
    

Re: Char Sound Volume

 March 01, 2021, 09:51:14 am View in topic context
avatar  Posted by NotAGoodName  in Char Sound Volume (Started by DJMouF February 27, 2021, 02:28:44 am
 Board: M.U.G.E.N Development Help

I have no idea what you are saying about multiple sounds.  If you've literally tried playing a sound more than once to make it louder, then lol.

Just use volumescale.  You can use values above 100 for volumescale in an SCTRL.  You can also use volume and/or volumescale under the [Data] section in the character constant file and that number can be above normal.

Code:
[State 1500, striker shoe]
type = PlaySnd
trigger1 = AnimElem = 5
Value = s1100,0
volumescale = 250  ;; seriously.
channel = 3

    

Re: How to Stop Ending Flight With a Single Attack?

 February 08, 2021, 09:24:09 am View in topic context
avatar  Posted by NotAGoodName  in How to Stop Ending Flight With a Single Attack?  (Started by Ki$@1st456v February 07, 2021, 04:23:17 pm
 Board: M.U.G.E.N Configuration Help

Ok, so it's gonna work like this.

You're flying.
You do an attack.
The attack does its thing.
Now the attack is going to end.  The attack needs to know whether or not you were flying.

If you were flying, then changestate back to flying. (var(54) = 1, then changestate to 5405)
If you were not flying, then do whatever is normal.


Also, you probably need to disable gravity when flying, but whatever.

In short, this needs to be handled in the attack states.  It has nothing to do with the flying part.
    

Re: How to scale image keeping the quality

 January 29, 2021, 08:39:21 am View in topic context
avatar  Posted by NotAGoodName  in How to scale image keeping the quality (Started by demongorne January 27, 2021, 03:42:23 pm
 Board: Off-Topic Help

I've actually toyed with the idea of scaling AOF sprites a bajillion times.  It's possible (but very tedious) to get some results by scaling with a very mild filter but keeping the original palette.  You don't want to gain any new colors.  Doing this will mostly keep the original details, but you're still going to need to do a lot of hand work and reference the original sprite when you do it.

I thought about using this trick to complete the SNES version of Micky's sprite set, but even with the few frames I would need, there's too many tiny details to patch up for what becomes a mediocre sprite.  If you're going to redraw every single sprite top to bottom, then it might be more feasible.

Alternatively, maybe you can convince someone to finally produce a full sprite rip of the SNES AOF games?  The close up sprites are basically KOF size.
    

Re: problem with portraits, local coords and size of chars !

 January 25, 2021, 11:25:35 am View in topic context
avatar  Posted by NotAGoodName  in problem with portraits, local coords and size of chars ! (Started by grabisoft January 25, 2021, 02:59:51 am
 Board: M.U.G.E.N Configuration Help

Yes, that is the correct way to fix it.

The character is using localcoord to resize itself because it uses very high resolution sprites (as it should).  So then, the portrait also needs to be a large size.  Default localcoord for characters is 320.  640 is x2 and 1280 is x4.

Fun fact: The y value in localcoord doesn't matter and doesn't do anything.  You can put "localcoord = 384, lol" and it works.