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Started by GrandOne, February 22, 2015, 01:25:16 AM

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GrandOne

I am kind of tired of waiting for stuff to be made.

So I want to ask if  someone can please give me some character creation tips/tutorials to help me get started?

Like if I should use templates (like the mvc eoh one) or if I should use KFM, how to create commands...

(Please keep in mind I know nothing about coding, so I need the basics of the basics ^^')

Odb718

find a character you think could be a little better and start editing it. use ctrl+D in mugen to display debug. watch the numbers change when you do things. 
go into those states and animations and look around until you think you know what's going on.
Come back with specific questions.
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GrandOne

I have been taking a look at gartanham and cvs artist's Jago and I came to notice a few things. Such as the endokuken (a projectile) showing a message saying that the state 2005 (for the weak endokuken) was changed into an invalid action 2005. But it works, so why does that show up?

The actionID and the stateno always have corresponding numbers. Except the jump that has actionID 41 and stateno 50 and some other things. Thesse are the animations right?

Are the ctrl and type referring to animations too? dashing back and jumping makes the type change to 3 and ctrl stays on 1. Running changes ctrl to 0 and type stays on 1. What are thesse exactly?

The 100 Mega Shock!

#3
I've heard lots of shitty things about EOH but never looked at it myself.

Type refers to what kind of position the character is in during that state - either Standing, Crouching, Aerial (jumping or knocked up by an attack) or Lying Down (after hitting the floor from a knockdown)

Ctrl is short for 'Control' - it represents the character being allowed to perform standard actions such as walking, jumping, blocking or attacking - notice most actions in the CMD file won't trigger unless Ctrl is 1 (or just 'Ctrl' - Mugen treats this as "Ctrl = 1"). Ctrl is 0 if you're in the middle of another attack animation, being hurt and getting knocked back - essentially the 'recovery period' for these states. Sometimes you don't have control while running, or landing from a jump - that's more character-style specific.

It's not necessary or always possible to keep the StateNo and ActionID of a state the same number, though it helps make things a little easier to read - some states might be composed of multiple animations (there's one state for walking but it choses the correct animation depending on which button you're holding), or multiple states might use the same animation - some fireball moves might use the same animation for each strength, but create a helper that moves a different speed.

More in-depth explanations on this stuff can be found in the /docs/ folder of your Mugen directory, or being mirrored online here while Elecbyte's site is down

GrandOne

I see. What about in fighter factory? Do all those things have the same names? And how do I write them to make my character work?

altoiddealer

Quote from: GrandOne on February 22, 2015, 07:29:34 PM
I see. What about in fighter factory? Do all those things have the same names? And how do I write them to make my character work?

Read the documentation in the /docs folder (.../mugen/docs).
-The CNS Format you should definitely read top to bottom.  "Expressions" is a sub-topic that I frequently have to revisit, and also "Trigger Redirections" are an important concept to grasp.
-State Controller Reference and Trigger Reference show you the other 95% of the code you will see in a character.  When I am working on anything these documents are always open.
-The other topics are important to read through as well but you won't get anywhere at all without the ones above.


ELECTR0

Use KFM as a base to build your character. He has lots of explanations in his code to help you understand what's going on, plus he uses all the basic features you would need to make a simple character and you can build from there. If you can't manipulate KFM to make a simple character then you have no hope of making something more advanced.

GrandOne

#7
Hmm... I will make sure to keep thesse details in mind. c: But, I intend to make the character have killer instinct gameplay, as well as a super jump and air combos. Should I try to take codes as a base from other characters?

Odb718

Download all the KI1/2 characters and take a look at how they work. For mugen characters their code is pretty complex. It's not as straight forward as a lot of characters. That's why my Maya doesnt really use the KI system.
If you're not familiar with coding for mugen I'd recommend trying a sprite swap if you're doing a different character than ones that are out. Otherwise stick to editing them.
I wouldnt mess too much with the combo system or the combo breaker system.
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