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Odb718

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Messages by Odb718

    

Re: N00BSaibot718 - Custom Noob Saibot WIP POLL UPDATE

 April 21, 2020, 07:16:02 PM View in topic context
 Posted by Odb718  in N00BSaibot718 - Custom Noob Saibot WIP POLL UPDATE (Started by Odb718 July 21, 2016, 12:51:24 PM
 Board: Projects

 
Long time no update.
So I've been slow to work on N00B. But over the last few days I've picked up work. With the help of Balth I got some new sprites! And I _think_ the last clone FX are finalized.  This might not look like much, but check out the shadows on Ryu and the FX. You can see that they both look like they're on the ground but the clone's pop fx is lower/closer to the screen. That took some effort. But in the long run it's well worth it.

I have some ideas for 1 or 2 ultras. I may have to commission Balthazar depending on the ultra and if the clone gets used.

And I've actually come up with a new special move.
What would you guys say if Noob Saibot, while in the air, could throw a portal under his feet, and fall through it?
    

Re: Small jump tends to be "capricious"

 April 21, 2020, 06:05:18 PM View in topic context
 Posted by Odb718  in Small jump tends to be "capricious" (Started by Nedflandeurse April 21, 2020, 05:21:40 PM
 Board: M.U.G.E.N Development Help

Watch sysvar(1) to make sure it's staying solid.
 I take it your small jump you have to hit down,up and release up pretty fast to activate it?

I've had little problems like this in the past where I thought mugen would naturally fire off the chunk of code with the triggers I had. They wouldn't work until I added
triggerall = 1
try adding that to
[State 40, Low Jump]
type = VarSet
trigger1 = command != "holdup" && (var(3) != [1,2])
var(3) = ifElse((var(3) = 3 && sysvar(1)), 2, 1)
This way you know mugen is looking at it every tic.

You might want to reorder your VelSets at the end. Make the low jump the last one loaded?
    

Re: Rearrange the order of the animations

 April 19, 2020, 06:47:59 PM View in topic context
 Posted by Odb718  in Rearrange the order of the animations (Started by cidiego April 19, 2020, 12:28:59 PM
 Board: M.U.G.E.N Development Help

While looking at Animations, go under View and select Organizer.
The right side of FF3 should change. The right side should show numbers with descriptions.
Highlight the animation you want to move. Use the buttons to move it to the spot you want.
    

Re: Having a helper target another helper

 April 17, 2020, 03:19:03 PM View in topic context
 Posted by Odb718  in Having a helper target another helper (Started by ReddBrink April 17, 2020, 11:32:02 AM
 Board: M.U.G.E.N Development Help

You can take a look at how my Samus does it.
https://mugenguild.com/forum/topics/super-smash-bros-brawl-samus-release-0-7-71014-137913.0.html
Her regular missiles will Track P2 if they don't go passed the enemy. It has a gas tank and will run out of steam. You'll probably want to drop that aspect.
I do some variables to track the chest position of P2 for the Metroid ultra also. That might be your best bet. The Metroid can get pretty aggressive.

But basically you'll be setting a bunch of VelSets and Veladds based off of pos Y mainly. You Vel X shouldn't change all that much.
    

Re: no sounds

 April 17, 2020, 03:53:40 AM View in topic context
 Posted by Odb718  in no sounds (Started by eishiba April 16, 2020, 03:25:35 AM
 Board: M.U.G.E.N Development Help

In Fighter factory 3, when you imported the sounds, did you test play them there?
I've had troubles in the past importing sounds. I prefer to use Goldwave when making my sounds. But it asks the quality of the sounds when I choose wav or mp3 or any type.
I believe Mugen has a quality problem. Like if it's too good, Mugen can't play it.
I believe I use wav files ate 176kbps and they work. Try converting into that?
    

Re: Attack too fast and icon colors

 April 11, 2020, 02:06:03 AM View in topic context
 Posted by Odb718  in Attack too fast and icon colors (Started by Punkxy April 10, 2020, 06:10:28 PM
 Board: M.U.G.E.N Development Help

limiting the move from happening takes place predominantly in the cns. You need to find the changestate and look at why the triggers are allowing you to do the move so fast.
Another thing that could be happening is inside the state of the punch, it could be regaining control. Look for a ctrl = 1 in the state and see when it's triggers activate.
Switch them to slow it down until you have it like you want.
    

Re: HitDef (SCTRLs)

 April 11, 2020, 01:54:34 AM View in topic context
 Posted by Odb718  in HitDef (SCTRLs) (Started by Odb718 September 30, 2015, 12:13:58 PM
 Board: MUGEN Class

Could you just create a changestate? Or do you have to create a 2nd helper?
    

Re: Projectile fails to hit opponent at a certain position and distance

 April 08, 2020, 06:40:31 PM View in topic context
 Posted by Odb718  in Projectile fails to hit opponent at a certain position and distance (Started by Redben April 07, 2020, 02:50:07 PM
 Board: M.U.G.E.N Development Help

So it looks like it should hit. Have you used Ctrl+C to make sure the hitboxes overlap?
    

Re: Projectile fails to hit opponent at a certain position and distance

 April 08, 2020, 06:44:28 AM View in topic context
 Posted by Odb718  in Projectile fails to hit opponent at a certain position and distance (Started by Redben April 07, 2020, 02:50:07 PM
 Board: M.U.G.E.N Development Help

    

Re: charge attack issue

 April 08, 2020, 06:34:56 AM View in topic context
 Posted by Odb718  in charge attack issue (Started by eishiba April 06, 2020, 04:25:53 AM
 Board: M.U.G.E.N Development Help

So with that question it sounds like you enter a dash state; Probably Statedef 100.
Then you press a button to do an attack. Right?
If you press the attack button and you teleport back to where you started, your statedef 100's animation/velset/posset is causing problems.

If you have specific questions about specific things in mugen code, you can use Mugen Class to read exactly what things do.
https://mugenguild.com/forum/topics/hitdef-sctrls-169450.0.html
and for Projectiles' attributes
https://mugenguild.com/forum/topics/projhit-triggers-169927.0.html

Look in the Master Thread for anything you want.
    

Re: charge attack issue

 April 07, 2020, 08:09:20 AM View in topic context
 Posted by Odb718  in charge attack issue (Started by eishiba April 06, 2020, 04:25:53 AM
 Board: M.U.G.E.N Development Help

Seeing there's no Vel X being set, I'm assuming you've made an animation that moves right on the X axis. Right?
I would describe it as a "rush in" move btw.

Look into redoing your animation. You might just want to copy/paste it into a new animation and adjust the X placements back to 0.
Then use VelAdd or VelSet a few times to control where you are. You'll want a velset at the beginning and end of the state. You might want to use a few to make things move a little more natural. Set the Vel X, then add a bit more speed after a step or something. Then a veladd until it reaches around 0 and then a velset to 0 to make the whole thing stop.

Do 2 at first, then mess around.
    

Re: Infinite state change loop when fighting a character's AI.

 April 07, 2020, 08:03:20 AM View in topic context
 Posted by Odb718  in Infinite state change loop when fighting a character's AI. (Started by Funky Fresh Fellow March 16, 2020, 10:03:20 PM
 Board: M.U.G.E.N Development Help

Ok so if the Time % is what worked, it seems it could be an order issue.
I think if you reorder the states that should help it out also. Mugen goes down the list of states and reads what's active. Then if something deactivates it it gets deactivated. Then if there's a spawn that happens even lower, well there's your loop.

You might want to add IsHelper checks to some of your states also.
    

Re: adding random music to stages

 April 03, 2020, 09:22:15 AM View in topic context
 Posted by Odb718  in ss (Started by knn6 April 02, 2020, 09:12:56 AM
 Board: M.U.G.E.N Development Help

So if this is going to spawn at the very start of the battle, you'd need it to be in Statedef 5900.
You'd also want to make a check that only P1 will spawn the music.
I'm not 100% sure, but I _think_ the snd file has a size limit. I'm probably wrong on that though.

One thing I'd do for testing is try to get a regular sound effect to play before a whole song.
Make sure
trigger1 = StageVar(info.name) = "Mountainside Temple"
works using displaytoclipboard. But you might want to get things working on any stage first. Then add the other triggers.

If for some reason music can't be activated on time = 0, create a Var with the value(s) you want. Then after the initialization happens use that to spawn the song.
    

Re: How to resize screen

 April 01, 2020, 08:51:56 AM View in topic context
 Posted by Odb718  in How to resize screen (Started by eishiba March 29, 2020, 06:40:37 AM
 Board: M.U.G.E.N Configuration Help

    

Re: cannot test character

 April 01, 2020, 08:48:29 AM View in topic context
 Posted by Odb718  in cannot test character (Started by eishiba March 31, 2020, 01:41:01 AM
 Board: M.U.G.E.N Development Help

I'm not sure if the code you've posted is supposed to be the entire cns but you'll need more than that. I'd copy common.cns from another character for now. Do you have state 5900 any where?
Is the sff saved properly?
    

Re: Super Cancel Problem

 March 28, 2020, 07:13:02 PM View in topic context
 Posted by Odb718  in Super Cancel Problem (Started by CrimsonK0F March 18, 2020, 04:47:43 AM
 Board: M.U.G.E.N Development Help

So that seemed to be the entire problem.
What's actually the problem??
If instead of vertical it's horizontal, you'd just edit the horizontal size of the scale
Scale = 0.5*facing,0.5
    

Re: Infinite state change loop when fighting a character's AI.

 March 24, 2020, 07:35:21 AM View in topic context
 Posted by Odb718  in Infinite state change loop when fighting a character's AI. (Started by Funky Fresh Fellow March 16, 2020, 10:03:20 PM
 Board: M.U.G.E.N Development Help

Did it make any difference?

Try adding,
triggerall = time%3 = 0 
to
[State 4000, Koromaru]
type = Helper
trigger1 = !numhelper(300)
helpertype = normal

I don't think that'll be it, but a slight possibility.
It could be in your hit reaction states. But if it's caught in a loop it's usually that state that's the cause.

One thing I could imagine is since P2 is attacking you, it could be the state P1 is in is conflicting with all of your changestates.
triggerall = ROOT, movetype != H
Add that to your changestates. Unless you can imagine a situation where you'd want that to happen??
    

Re: Spritesheet Expansion Thread

 March 23, 2020, 03:19:05 PM View in topic context
 Posted by Odb718  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 AM
 Board: Sprite Projects

Looks way more natural now. The original seems like maybe a better timing would help it. But no way it'd compare. If I was to make 1 suggestion, it'd be an easy one. The piece of fabric behind her left arm, you could add 1 frame of it moving at the end? It just LOCKS into position.
    

Re: Infinite state change loop when fighting a character's AI.

 March 22, 2020, 11:46:07 AM View in topic context
 Posted by Odb718  in Infinite state change loop when fighting a character's AI. (Started by Funky Fresh Fellow March 16, 2020, 10:03:20 PM
 Board: M.U.G.E.N Development Help

I figure State 4000 is the Helper's standing/idle state?
I'm not seeing anything in her state that should cause a loop.
You may just need to edit 
anim = ifelse(Root,StateNo=191&&Root,Time=0,99999,3500)
to
anim = 3500
and create a change anim to be

triggerall = time = 0
trigger1 = (Root,StateNo=191) && (Root,Time=0)
vlue = 99999
 
    

Re: Super Cancel Problem

 March 20, 2020, 06:14:37 AM View in topic context
 Posted by Odb718  in Super Cancel Problem (Started by CrimsonK0F March 18, 2020, 04:47:43 AM
 Board: M.U.G.E.N Development Help

have you tried using Facing?
something like 
Scale = .5,.5*facing
Would be what you need if it's upside-down. But it being upside-down doesn't make sense.