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Odb718

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Messages by Odb718

    

Re: Contributor Suggestion Thread

 June 27, 2022, 01:21:35 AM View in topic context
 Posted by Odb718  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 AM
 Board: Feedback

Swore I had checked and they had the status already.
BUT NOW THEY DO!
@LESSARD:  @Koopa901:  @BurningSoul:  @Swanky:  @miner600:  @SuperScratchkat:

@Soy Sauce: got that Green trophy now!
@Jango: & @Sean Altly: Both have that Blue trophy!!

A couple people suggested already have the purple star. Hopefully it's not an error on my part.
and if I missed anyone, lmk. Trying to open up 13 pages n keep track is confusing sometimes...
    

Re: Spritesheet Expansion Thread

 June 22, 2022, 09:11:43 AM View in topic context
 Posted by Odb718  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 AM
 Board: Sprite Projects

@DrPotem: Those look fantastic! The air high kick is just WOW!
    

Re: Next Two Character Possibilities

 June 19, 2022, 11:39:57 PM View in topic context
 Posted by Odb718  in Next Two Character Possibilities (Started by Sean Altly March 03, 2022, 10:08:26 PM
 Board: Last Bout: Styles Will Clash

A little late to this topic, but I dig all of the characters so far.
I like CAMILA CORDOVA's hair if the bottom part is a different color?
BOYO JUN's 3rd design is super cool. I think the pants on 2 would be dope if the knee area was a second color. I like the flames on the 3rd. Not sure if the color separation on the 2nd pants is intentional

OSGOOD LOWE has some love too.

Spoiler, click to toggle visibilty
    

Re: N00BSaibot718 - Custom Noob Saibot WIP POLL UPDATE

 June 19, 2022, 03:04:34 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

Did some more bug killing and QoL stuff. I decided to do something special for N00b the other 3 ninjas don't have.
They all get a weapon for Fwd+Z. But noob gets the clone. So if you do F+z, ~D,DF,F,c , F+z, you'll get the clone, clone, weapon.
I'm sure you'll be able to get the weapon to appear in other combos too, But the F+z clone has to connect in order for the next F+z to use the weapon. This is one of my few target combos I don't allow to be sloppy. The timing is pretty tight to get the 3rd hit. 
Right now I'm trying to decide if I want to sprite a sickle-snag move, or just use the rock sledgehammer I've already sprited. Currently it's using Scorpion's sword as a stand in. I don't have the skills to sprite a move from scratch so that's looking unlikely. 

Bad Mr. Basara, MK11 uses multiple clones pretty fast move after move. I'm not sure if you ever see two clones on screen at the same time, but it can feel that way. You can see in this youtube video he uses the clone 2x in a row using an amplified sickle-snag.
https://youtu.be/maUjbmiW6T4?t=469

I'm still getting weird bugs when I use the disabler and do clone attacks directly after it. Somehow an explod from the disabler isn't getting destroyed and is catching a ride on the clone(s). Didn't even know this was possible. But I'll really have to pin this one down.

Right now only 10 other people have voted in the poll and 2 are tied. I actually think both have their merits. But limiting each clone to be used only 1x per combo... I think there are so many other characters that can use the same special 2x or more in one combo. Right away Ryu's hurricane kick or dragon punch is one obvious one.
I'll really have to play test this out to see. Making the 1x or the timer method wont be too hard. I can just turn the clone invisible and only destroy it after the target isn't hit, or a certain amount of time on the invis anim is up.

SaltAddict, I think I may end up using a piece of what you said. I think adding a push-back in the corner might become necessary. But At the same time automatically getting that zone would stink. The balancing act is tough. I'm digging the pop/mud effect Balthazar has made me. So maybe that's what pushes P1 away. 

I don't like how the Akuma drop ultra looks/acts. Still working on it though.
    

Re: Looking for ways to make a character not repeat palettes

 June 19, 2022, 12:29:14 PM View in topic context
 Posted by Odb718  in Looking for ways to make a character not repeat palettes (Started by iara June 18, 2022, 07:50:09 PM
 Board: M.U.G.E.N Development Help

I'm not 100% positive of the method. But there is a way for P1 aka P2 aka P8 to determine which player they are.
You could set up the type = RemapPal to add 5 to the palette if they're P7 or P8.
I think it uses like
 ishometeam
numpartner
TeamSide = 2
And I think you use ID somehow.

 Since it's all the same character you might be able to set up a variable and check it. But I'm not sure if that can happen in statedef 5900.
Do some digging on partner and teamside.
    

Re: How do i remove Tomoyo Sakagami's stun system?

 June 16, 2022, 08:34:02 AM View in topic context
 Posted by Odb718  in How do i remove Tomoyo Sakagami's stun system? (Started by snowy997 June 13, 2022, 08:43:56 PM
 Board: M.U.G.E.N Development Help

@snowy997: The way I'd try to remove something like that is to start by finding visuals for it. Is there a stun bar? How do you know when the char is stunned?
You can use Debug by pressing Ctrl+D and read which stateno it's in. Then you'd backtrace what made you go into that state. It'll probably be a ChangeState inside of Statedef -2 or -3.

More than likely there will also be a variable that's counting up, or down, in Statedef -2 for each hit you take.  I'd probably search for that var in the cns and cmd file(s) to make sure I was looking at the right var. Then I'd comment them out using
;
in front of the lines.  This way if something breaks you can delete the ; and it'll go back to how it was. 

It shouldn't be too hard to do, but if you're unfamiliar with Vars it might be a little confusing.
But if you can search the Air and Sff files you might be able to find the stun bar if there is one. Then search the cns file for what's displaying it. Then that might help you track down the Var that's adjusting the scale. Say it's anim 718. There might be a helper or an explod 718 and it's scale will be adjusted by the var.
If you only get rid of the bar, the stun might still happen. And if you only get rid of the stun, then the bar will still be on the screen.
    

Re: N00BSaibot718 - Custom Noob Saibot WIP POLL UPDATE

 June 15, 2022, 08:40:05 AM 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 bump from the dead. I'm doing a small bit of work on N00b right now. Got things looking better for him. Which might help Scorpion out too.

But I've run into a question and I thought it might be best to run a poll.
Right now, I can do an 11+ hit combo in the corner using 1 clone over and over. I'm pretty sure a TAS could get an infinite off.

Should I limit that clone to being used 1x until P2 hits the ground? Only stop the problem clone from being reused in the same combo.
Should I limit ALL the different clones being used 1x per combo? There's 5 clone moves.
Should you be allowed to use a clone 1x per combo? You'd have to pick out of the 5 to use.
Should I allow the individual clone to be used more than 1x after a timer? This could possibly allow it to be used multiple/infinite times.
Should I allow all of the clones to be reused instantly no matter what happens? This could possibly allow infinites.

If you think something else, post here.

All of my personal projects fell to the side. Now that this other main project is done-ish, I'll have more time for my stuff.

Spoiler: Last poll results (click to see content)
    

Re: Adding voicelines to Vs. and Victory Screen (M.U.G.E.N/I.K.E.M.E.N)

 May 26, 2022, 01:41:12 AM View in topic context
 Posted by Odb718  in Adding voicelines to Vs. and Victory Screen (M.U.G.E.N/I.K.E.M.E.N) (Started by Kit Dyer May 24, 2022, 05:42:07 AM
 Board: M.U.G.E.N Development Help

Have you tried adding the sound to the main sound file ans using
p1.snd = S8,5
so it looks to that file?
    

Re: Trying to use AI Generator on Gudine's Sumireko and Futo

 May 07, 2022, 04:16:02 AM View in topic context
 Posted by Odb718  in Trying to use AI Generator on Gudine's Sumireko and Futo (Started by Isabell_128 April 18, 2022, 08:36:19 PM
 Board: M.U.G.E.N Development Help

We would need a lot more specific info.
One thing you might be able to use is Fighter Factory 3's built in check system.
Open up the character in FF3. You'll either see a Red (X), a green Check in a circle, or a yellow ! in a triangle. You can click that icon and FF3 will take you to the errors if there are any. This may be a way to track down some errors.
    

Re: Uru's Konoha and Ali's Mizuki's rage explosion not activating

 May 07, 2022, 03:41:17 AM View in topic context
 Posted by Odb718  in Uru's Konoha and Ali's Mizuki's rage explosion not activating (Started by Macaulyn97 April 26, 2022, 10:04:11 PM
 Board: M.U.G.E.N Development Help

This problem may all come down to your keyboard. It's called "Rollover". You keyboard wont allow you to press certain combinations of keys all at once.
You can edit the character's CMD file to make it so the move only requires 2 keys pressed at one time.

This is a small example of how to make a 3 button special move into 3 different commands
Code:
[Command]
name = "tatsunoko"
command = ~B, DB, D, DF, F, a+b+c
[Command]
name = "tatsunoko"
command = ~B, DB, D, DF, F, a+b
[Command]
name = "tatsunoko"
command = ~B, DB, D, DF, F, b+c
[Command]
name = "tatsunoko"
command = ~B, DB, D, DF, F, a+c
In the long run the special can be performed easier with just the two button presses. But it helps with people playing on keyboards.
    

Re: P1 be on top of its helper (own plataform)

 May 03, 2022, 10:57:44 PM View in topic context
 Posted by Odb718  in P1 be on top of its helper (own plataform) (Started by DG April 23, 2022, 02:59:50 PM
 Board: M.U.G.E.N Development Help

It should be an easy thing to do.
You'd need a horizontal check in Statedef -2, and probably -3.
But you'd switch to the falling state if you're outside the width of the box and your pos y isn't 0 and you're in states 0 - XXXX.
(I think it's 40-something for falling. It's been a while since I've looked that up.)
You'd set the XXXX value to standing and crouching moves.

You'd make a custom landing state for the box and switch it to state 0 once it lands. You'd just do a velset y to 0 and posset y to the height of the box.
If you can jump from "under" the box you'd want to make sure your velocity was going down or close to it.

For both of those checks I'd use a couple triggerAll so mugen isn't checking it too hard every tic.

You could also have a changestate set up inside your walk forward and backwards and dash moves to fall if it's outside of the box and the right Y height.
    

Re: Contributor Suggestion Thread

 April 24, 2022, 11:38:35 PM View in topic context
 Posted by Odb718  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 AM
 Board: Feedback

@Troy99: & @pulloff: have Blue names and purple stars now. Both have a super high concentration of contributationings vs normal postings.
    

Re: Editing Aiduzzi's Sprites

 April 16, 2022, 09:11:42 AM View in topic context
 Posted by Odb718  in Editing Aiduzzi's Sprites (Started by All-Star Platinum April 15, 2022, 03:55:26 AM
 Board: M.U.G.E.N Development Help

Usually if you edit a character, it's fair game. But people do expect to be mentioned.
If you do a large enough edit most people will consider it 90% yours.
Some people have become sour when dealing with another person stealing their work. That's usually not the case.

ALL sprite edits are welcome. Post whatever you got here
https://mugenguild.com/forum/topics/spritesheet-expansion-thread-146532.0.html
See if you can DRAW inspiration from that thread. (see what I did there???)
    

Re: How can I adapt new Sprites to a char

 April 15, 2022, 06:49:23 PM View in topic context
 Posted by Odb718  in How can I adapt new Sprites to a char (Started by Charles_2011 April 13, 2022, 05:24:43 AM
 Board: M.U.G.E.N Development Help

Could you  help me with this, please?
You haven't applied palette 1,1 to those sprites as it's palette yet. Your palette is 1,40.
Go to the sprite, see if it changes palette numbers. Slide it to 1,1 and hit the last button above the palette; The floppy disc on top of the image and program icon.
Switch what sprite you're looking at. Then go back to the new sprite and see if it's on palette 1,1.
Save.

    

Re: How can I adapt new Sprites to a char

 April 13, 2022, 12:14:06 PM View in topic context
 Posted by Odb718  in How can I adapt new Sprites to a char (Started by Charles_2011 April 13, 2022, 05:24:43 AM
 Board: M.U.G.E.N Development Help

There would be a couple ways to do it. Two, really, but one would be the easier.

I'd suggest using your color edit to it's full potential. Change the colors of your character to very distinct colors. Save it as index 1,87 or another number not used you'll remember. Make sure it DOES NOT HAVE DUPLICATE COLORS.
Once you have all the crazy colors on the sprite you want, Apply the new crazy palette to the sprite you want. IF it's a group, you can do the entire group all at once.
Spoiler, click to toggle visibilty
This one is indexed as 7,18. It wont matter.

Open the new character you want to take parts from and import JUST the sprite you edited to the crazy new palette. When you import it, don't force or change the palette. Allow FF3 to import the crazy palette. Take note on the new palette's index. it's probably going to be something like 0,13 or another number starting with 0.
Scroll to the new character's image(s) you want to copy. Then use Advanced Palette Editor (Ctrl+P) to view that sprite. It's palette will probably be 1,1. Use the scroll bar to scroll all the way right to the new palette (0,13). If it's not all the way to the right, find it in the list.
In the left side of the palette, highlight ALL of the colors and send them to the right.
Spoiler, click to toggle visibilty
Scroll back to the new images palette (1,1). You'll need to know which of the crazy colors correspond to the new sprites image.
You have to send each color from the right to the left, into their proper location.
Spoiler, click to toggle visibilty
You can see in the image that I got lucky and the colors for the clothing are in the right order, so I can just send all 5 colors at once.
Do just 1 chunk of the colors and then use the 3rd icon on the top row, the 2 floppy discs, to save it as a new palette as something like 7,18.
Exit Advanced Palette editor. You're not done editing the colors just do it. It's going to help FF3 out.
Scroll to your crazy paletted image, and open up Advanced Palette Editor again. Copy the colors over to the right side.
Scroll to the sprite you're trying to copy and then find the new palette 7,18. It should be all the way to the right.
The sprite you want to copy should look normal, but with the updated color change.
Continue to swap over the colors until you've done 100%. IF you're not comfortable moving every color all at once, you can do it in chunks just like the first time. Except
Use the bottom left button, the first icon in the fourth row, to save the current palette. You wont have to use the same button as before to save the changes to the palette.

Once you have all the crazy colors on the sprite you want, Apply the new crazy palette to the sprite you want. IF it's a group, you can do the entire group all at once.
Spoiler, click to toggle visibilty

In your main character, use the Import from another project, under Sprites in the Project/Edit/View/..., (Ctrl+Shift+i)
In that pop up, put in the group you want to import.
Spoiler, click to toggle visibilty
And use the EXCHANGE option under Palette. I always click Renumber and click Add, but I leave the value at 0 because FFU would have errors if you didn't. If you get an error because that group is already being used, Change it however you want.

Your main character should now have the new sprites as the crazy palette. Scroll to your normal palette, 1,1, and see if things look good.



For this "tutorial" I didn't use the crazy colors from one image to the next. The images are just a small reference.
This should be all of the steps you need. But it's 6:15am and it's Sleep:30.
This is basically the tutorial I was going to post here
https://mugenguild.com/forum/msg.2315671
it's only taken 5y for someone to ask this question lol.  I might make this a little more clear and update that thread soon.
    

Re: Roberto - Rival Schools/Project Justice ALPHA

 April 13, 2022, 02:06:41 AM View in topic context
 Posted by Odb718  in Roberto - Rival Schools/Project Justice ALPHA (Started by Odb718 February 26, 2015, 09:28:51 PM
 Board: Projects

    

Re: Roberto - Rival Schools/Project Justice ALPHA

 April 12, 2022, 08:13:23 AM View in topic context
 Posted by Odb718  in Roberto - Rival Schools/Project Justice ALPHA (Started by Odb718 February 26, 2015, 09:28:51 PM
 Board: Projects

    

Re: Contributor Suggestion Thread

 April 09, 2022, 11:35:46 AM View in topic context
 Posted by Odb718  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 AM
 Board: Feedback

    

Re: Roberto - Rival Schools/Project Justice ALPHA

 April 09, 2022, 01:45:20 AM View in topic context
 Posted by Odb718  in Roberto - Rival Schools/Project Justice ALPHA (Started by Odb718 February 26, 2015, 09:28:51 PM
 Board: Projects

"At this point use AutoCLSN," I don't think I've ever seen that option. Please let me know how to do this.

"Aside from CLSN feedback, what help do you need?" I was actually hoping someone would help make clsn boxes for me. For specials and helpers n whatever.  Just anything/everything honestly. Roberto is playable, but mainly because I just did attack boxes for all the moves. There aren't any sounds or FX in the char yet. I'll upload him when I get home from work tonight. (in like 8h)
If anyone wants to gut it and make "standard" hitboxes for him, I've got no problem with that. If you want to do 50/50 and see which ones work better, that's cool too.
But I feel timing and other feedback is what I'm looking for too. He's very.. slide-y?
Spoiler: CLSN Box arguements (click to see content)

----
I've uploaded the current state of Roberto here
https://www.sendspace.com/file/rvd956
If you guys just want to make palettes or anything, All help is welcome.
    

Re: Spritesheet Expansion Thread

 April 08, 2022, 12:39:36 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