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Odb718

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Messages by Odb718

    

Re: character slowing match down

 March 20, 2020, 06:09:04 AM View in topic context
 Posted by Odb718  in character slowing match down (Started by NecusX March 17, 2020, 08:03:03 PM
 Board: M.U.G.E.N Development Help

Use Ctrl+D to cycle through the players at the start. Then after you notice the slow down.
If there are "invisible characters" write down what state they're in. Then look at what spawns those states. You might be getting a ton of helpers you can't see.
    

Re: Screen v.s. Helper question

 March 16, 2020, 08:49:10 AM View in topic context
 Posted by Odb718  in Screen v.s. Helper question (Started by Kolossoni March 05, 2020, 05:30:28 PM
 Board: M.U.G.E.N Development Help

    

Re: Inspirations/Conversion Issue

 March 16, 2020, 08:09:41 AM View in topic context
 Posted by Odb718  in Inspirations/Conversion Issue (Started by SNEAKYTING March 15, 2020, 08:12:56 AM
 Board: M.U.G.E.N Development Help

You need to learn what a helper is, and can do. Go read up on it a bit. Not trying to be a jerk or anything, but
stateno = 8033
stateno = 8500
stateno = 8200
Aren't listed. Look through those 3 states after reading up on helpers. If you don't know what certain chunks of code are doing, use Mugen Class to look those parts up. You'll learn a ton more than you'd expect.
    

Re: Inspirations/Conversion Issue

 March 15, 2020, 08:37:24 AM View in topic context
 Posted by Odb718  in Inspirations/Conversion Issue (Started by SNEAKYTING March 15, 2020, 08:12:56 AM
 Board: M.U.G.E.N Development Help

The main piece of advice I can give you is to describe your problems and how they should be working.
You have to imagine we are totally in the dark about the 2 characters you are referring to.
Giving moves attributes should always be a possibility. Excluding making new sprites, this is something we can help you do. But you have to describe what each thing you want to change DOES and how it should act.

I'm going to imagine 90% of this move comes from the Helper. But you didn't actually post the code.
    

Re: MAX mode features

 March 14, 2020, 09:03:33 AM View in topic context
 Posted by Odb718  in MAX mode features (Started by NecusX March 08, 2020, 10:53:17 PM
 Board: M.U.G.E.N Development Help

Delete the
poweradd=
or PowerSet in the moves?
    

Re: Force P1 to turn even in corner

 March 14, 2020, 09:02:13 AM View in topic context
 Posted by Odb718  in Force P1 to turn even in corner (Started by mrgamer123 March 07, 2020, 09:16:23 PM
 Board: M.U.G.E.N Development Help

So what you're saying just seems off.
Why does P1 do a move that makes P2 make P1 do something?

Why would P1 turn around?


Are you just looking for Width?
    

Re: opponent going black in hurt state

 March 09, 2020, 10:22:10 AM View in topic context
 Posted by Odb718  in opponent going black in hurt state (Started by NecusX March 08, 2020, 06:49:55 PM
 Board: M.U.G.E.N Development Help

That will happen to you if you don't wear your seat belts, so make sure to wear your seat belts.

but seriously, Look in it's Statedef -2 and -3 for PalFX code or RemapPal. Use FF3 to cycle through the cns file(s) for all the RemapPal you can find.
Anything stick out?
    

Re: Holding Direction Key + Two Buttons?

 March 09, 2020, 10:18:44 AM View in topic context
 Posted by Odb718  in Holding Direction Key + Two Buttons? (Started by Bane84 March 09, 2020, 04:48:17 AM
 Board: M.U.G.E.N Development Help

I forget the terminology but your keyboard is only sending the signal for holding the 2 buttons.
Comment out the changestate so you don't have to hold the buttons. Test if the up, scaling, works.
Explods are finicky also. IF the button press isn't actually working, Create 2 different explod calls with the different triggers, and set the scale that way.
    

Re: Why Did You Get Into MUGEN Coding?

 February 27, 2020, 10:21:15 AM View in topic context
 Posted by Odb718  in Why Did You Get Into MUGEN Coding? (Started by Nep Heart November 26, 2018, 11:45:32 AM
 Board: M.U.G.E.N Discussion

The Ryu I had in mind hadn't been made. None of them could do a Sakura up fireball. So I changed that.
    

Re: Auction alert

 February 27, 2020, 10:15:34 AM View in topic context
 Posted by Odb718  in Auction alert (Started by Sepp August 27, 2007, 01:16:44 AM
 Board: M.U.G.E.N Discussion

lol @GeorgeMP: Quick to see another banhammer?
    

Re: How to post screenshots?

 February 22, 2020, 08:50:03 AM View in topic context
 Posted by Odb718  in How to post screenshots? (Started by Capricorn Kid February 17, 2020, 03:54:48 AM
 Board: Off-Topic Help

Use Imgur to upload your pic.
copy the url of the image. It should end in jpg or png or gif. Make sure by opening a new window, paste that url, and press enter. All you should see is the image.
Use the button to link your image.
Put the url in the middle of the ][
    

Re: EX commands

 February 21, 2020, 10:13:36 AM View in topic context
 Posted by Odb718  in EX commands (Started by NecusX February 20, 2020, 06:03:10 PM
 Board: M.U.G.E.N Development Help

If youre having trouble making the commands work, there's a common mess up.
As I mentioned, mugen is constantly searching statedef -1. It's also looking at button inputs to match against the command definitions. Because people arent super precise pressing buttons, Mugen gives us some leeway. While you may think you pressed F,D,DF, A, in reality you may have pressed, F,DF,D,DF,F, A. If you notice the first set of inputs is hidden inside the second set. Mugen lets that activate the command which will go down the line to the changestate. If both sets are actually a named command, both will be triggered in the order their listed.
Meaning if  F,D,DF, A  is above  F,DF,D,DF,F, A. Mugen checks it first to see if any ChangeStates with that name can be activated. If not, Mugen will check if any Changestates F,DF,D,DF,F, A. can activate.
The way to make sure you can do all of your moves properly is to make sure the most complex input commands are at the top Going a step further you'd need to make sure your most complex ChangeStates are at the top of the State Entry section. This isnt always the case but it's important and just good practice.
    

Re: Can someone tell me what's happening in this chars guard states?

 February 18, 2020, 08:56:21 AM View in topic context
 Posted by Odb718  in Can someone tell me what's happening in this chars guard states? (Started by Disconcorde February 17, 2020, 07:19:35 AM
 Board: M.U.G.E.N Development Help

I did a quick edit in notepad++ and automatically added some returns.
@Disconcorde: Please use the spoiler for that much code next time. Small chunks don't need spoilers, but if it's more than like 1.5 screens it's a bit much for everyone to keep scrolling past each time they read the thread.
I'll try to look over the code tomorrow. Today's been a bad one.
    

Re: scaling a character in a custom hurt state?

 February 16, 2020, 01:03:58 PM View in topic context
 Posted by Odb718  in scaling a character in a custom hurt state? (Started by kiLabee February 06, 2020, 05:59:23 AM
 Board: M.U.G.E.N Development Help

    

Re: 8 WAY SHOOTING

 February 16, 2020, 12:57:29 PM View in topic context
 Posted by Odb718  in 8 WAY SHOOTING (Started by kiLabee February 16, 2020, 11:33:59 AM
 Board: M.U.G.E.N Development Help

Any move can be balanced. They can also be made extremely cheap. It's up to you. For special moves that give a lot of offense and zoning, you'd want the open time to be a little longer. This way characters that don't have projectiles are still viable opponents.
Like if your Warmachine could go to the top of the screen and spam the down beam so P2 could never get out of the corner, or jump up to attack back, that's extremely unbalanced. But if Warmachine fell to the floor and had a recovery animation, that might be too open. It's up to you to come up with what's fair.
If P1 can hold the button down, call out the helper, and move freely while the helper attacks, that could cause some balance issues. Things like how long it takes for the helper to be able to attack again could help that though. Beam moves are usually some of the strongest zoning moves.


As for the coding. You could put it all into 1 or 2 states. You'd just use the button presses to set what anim to use, or a var, and code with
triggerall = anim = 718 ; or whatever anim you need for each version. I'd think it'd be easier to keep track of it all within one state. Some coders like to spread out their character into different CNS files. I can't stand that.
    

Re: Code for Slow p2

 February 14, 2020, 11:10:47 AM View in topic context
 Posted by Odb718  in Code for Slow p2 (Started by icare26 February 13, 2020, 09:19:30 PM
 Board: M.U.G.E.N Development Help

So your original VarAdd, should probably be a varSet.
Your method could make var(44) sky rocket if that animation's elem 25 is long. Each tic it could be adding 300 to it.
Use DisplayToClipboard to see the value.
 
[State -2]
type = VarAdd
trigger1 = var(44) = 300
v = 2         ;What does Var(2) control??
value = -1

You could probably change
Spoiler: This (click to see content)
Into
Spoiler: This (click to see content)
    

Re: Unthrowable During Super Form State

 February 14, 2020, 11:02:34 AM View in topic context
 Posted by Odb718  in Unthrowable During Super Form State (Started by All-Star Platinum February 14, 2020, 05:23:37 AM
 Board: M.U.G.E.N Development Help

Yun&Yang has this,
Spoiler, click to toggle visibilty
Just make my IsHelper trigger be your Alt-Mode check. Should work ok. I mean there might be some crazy way to throw him, but I don't think I've seen it happen in game.
    

Re: Disabling all input when round over.

 February 12, 2020, 09:43:00 AM View in topic context
 Posted by Odb718  in Disabling all input when round over. (Started by Kolossoni February 11, 2020, 08:06:44 AM
 Board: M.U.G.E.N Development Help

If you're hell bent on making everything stop as soon as the round's over, you could use what XGargoyle mentioned, but force it into a custom state.
In your statedef -1, and in your statedef -2, put a changestate with trigger1 = roundstate=2. Use triggerlall to make sure you're alive.
You'll want the state to have N physics and see if you're standing on the ground. If not, fall to the ground and set the vel and pos to 0s. But you can make it use Anim 0 or what ever you'd like. Just shove it into that state for like 10 tics and you should be gold.

Some characters can keep attacking after P2 dies. It's a little annoying. I think Evil Ken and Evil Ryu do this a lot.
    

Re: Editing the super effect

 February 12, 2020, 09:05:28 AM View in topic context
 Posted by Odb718  in Editing the super effect (Started by NecusX February 10, 2020, 01:56:38 AM
 Board: M.U.G.E.N Development Help

I'm kind of at a loss.
What is the reason behind not wanting to just put the value? Do you need it to change depending on certain things?

And sorry if I came off like a jerk with my first post.
    

Re: Editing the super effect

 February 12, 2020, 01:50:42 AM View in topic context
 Posted by Odb718  in Editing the super effect (Started by NecusX February 10, 2020, 01:56:38 AM
 Board: M.U.G.E.N Development Help

You can't have an anim be numbered to -1.
You need to learn to use periods man. Not trying to be rude but you've shoved 6 sentences together and I can't understand exactly what you're talking about because your sentences talk about random things and at this point you should start to see my point but the fact that this sentence is still going doesn't mean I'm trying to be a jerk here.
Anim -1 can't exist. So I imagine 2 things.
1, you want a blank animation.
2, you want the animation it's currently on minus 1.

So for #1 you just make any animation blank and use that value.
For #2 you'd put
anim =  S(anim - 1)