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Odb718

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Messages by Odb718

    

Re: Trying to make Pre-To/Hato's Junko Throwable

 March 23, 2025, 12:57:04 am View in topic context
 Posted by Odb718  in Trying to make Pre-To/Hato's Junko Throwable (Started by Alt441 March 17, 2025, 06:54:32 am
 Board: M.U.G.E.N Development Help

So more than likely you're hitting a super armor.
You can use debug by hitting Ctrl+D to see what states P1 and P2 enter. You can also use Ctrl+C to see hit boxes. I imagine you'll see a hitbox with no sprite when the throw hits.

Look in Statedef -2 and -3 for signs of super armor.
If you're using Fighter Factory, you can highlight a chunk of code and press ctrl+; to comment it out, or manually put a
;Like this line
to make sure that code doesn't fire off.
    

Re: Is it possible to make FourthRhyme's Candyman have normal health?

 March 11, 2025, 08:51:47 am View in topic context
 Posted by Odb718  in Is it possible to make FourthRhyme's Candyman have normal health? (Started by snowy997 March 10, 2025, 10:19:14 am
 Board: M.U.G.E.N Development Help

In Statedef -2, look for
Code:
;[State 0, HitOverride]
;type = HitOverride
;trigger1 = 1
;attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;stateno = 6018
;time = 1
;forceair = 0
;ignorehitpause = 1
and comment it out like I have.
You'll also want to edit
[Data]
life              = 100 ;to 1000

The character might be missing key animations or sprites because of how it's originally coded. From a super fast stand point those two edits made him seem pretty normal.
    

Re: is something wrong? Temporary buff problem

 March 11, 2025, 08:33:18 am View in topic context
 Posted by Odb718  in is something wrong? Temporary buff problem (Started by Redkid221 March 09, 2025, 02:58:21 am
 Board: M.U.G.E.N Development Help

    

Gouken718

 March 09, 2025, 06:23:17 am View in topic context
 Posted by Odb718  in Gouken718 (Started by Odb718 March 09, 2025, 06:23:17 am
 Board: Edits & Addons 1.0+

I edited KarmaCharmeleon's Gouken. If had a ton of different edits of Gouken I've made over the years. I had/have a decent SFIV edit, but when I found Karma's I had to edit it the best I could. Plus it was the easier one to make new sprites for :P

DOWNLOAD HERE
Right Click Save As

AS OF 3/8/25
Gouken has a ton of control. He has a new way of inputting specials. Other characters may have it, but I haven't seen it. After inputting the normal special commands, you can hold back or forward or return to neutral and get different speeds/distances.
Gouken's fireballs are usually LP goes forward, MP slightly climbs up, and FP goes up the highest. There weren't different speeds. Now, after pressing LP, if you hold back, the forward fireball will go forward, just slower. If you hold forward the fast version comes out, and if you don't hold either, the normal version comes out. This works for almost every special. If you hold the LP Gouken will charge the fireball for 2 hits and you can still control it's speed on release. combine that with his double button gold fireballs being able to be charged and use different buttons and different directions for different speeds,
 I think he has over 40 different fireball combinations. It might be closer to 60. It's a lot.

The same thing for his hurricane kick/Tatsumaki Senpukyaku. In total you can go 9 different distances. Holding back slows it's forward momentum. Holding forward will get you close to the distance one button up would be.

His upward hurricane kick/Tatsumaki Gorasen is a little different. LK,MK,HK all go different heights/total kicks, but if you hold backwards, Gouken will fade back. Neutral goes straight up, and Forwards will move forwards. It takes only a few times of doing the moves until you get used to it. Again, this makes 9 different Tatsumaki Gorasen attacks.

He has run attacks similar to my Sagat. He can run and spear kick, or do a punch attack.
He has a crouching uppercut launcher and can follow for air combos.

He has air moves. Just 3 basic forward fireballs at different speeds based off of the punch button used.
He has his air Tatsumaki Senpukyaku, and Hyakkishu

He has 4 Ultras.  Fireball, Hurricane kick, and 2 different Dragon Punches. You do double motion plus 2 buttons. 2xQCB for fireballs and hurricane kick and 2xQCF for the 2 dragon punches. The 2xQCF+kk is a level 3. It also has a special end animation if it kills.

I created more than a few new sprites for Gouken. His manual counter/Kongoshin move has new sprites in the spirit of Ibuki. I usually try to add a back story to my character's new moves. Gouken was hanging out with Ibuki and taking notes. You'll see he has some effects similar to her SFIII specials. Nothing too crazy.

Oyea, you can do his kick throw into a punch throw if you time it right. It's awesome lol.
I'm not sure if I made new basic attacks for him. It's been a while. But I probably did.
He has "my knee" attack I put into a lot of chars. His light air punch can be held longer. He has an additional Air LP holding up that works normal.
I've edited him so he has more directional moves instead of proximity attacks. You'd be surprised the combos you can do by switching up the directions you hold. But that's the whole idea of the character.

I believe I got rid of all the bugs. There might be some with afterimages and out of place hitsparks. Please let me know.
Thanks to everyone that helped out with the character!
    

Re: Hiya

 February 26, 2025, 02:44:37 pm View in topic context
 Posted by Odb718  in Hiya (Started by AnyaPinkGirl February 26, 2025, 04:37:29 am
 Board: Introductions and Guides

welcome to the forum!
    

Re: DP Input Inconsistency

 February 24, 2025, 01:34:40 am View in topic context
 Posted by Odb718  in DP Input Inconsistency  (Started by Master0fFaster February 23, 2025, 10:31:09 pm
 Board: M.U.G.E.N Development Help

so the order of the statedef -1 matters, like you mentioned.
Make sure the more complex move is above the easier move. Like your 2nd "623a" would probably never be triggered.

You also need to look at your buffer times. 623 and 236, idk what moves those would be. is one backwards and one's forwards?

if you think a move should come out, but a different move is interrupting it, make sure the input is above the bad one. Then focus on the location of the changestate, then look at the triggers.
    

Re: My character shouldnt be able to infinitely forward/backdash! Even AI's stumped!

 February 12, 2025, 06:32:38 pm View in topic context

From what I'm reading, the dashes only have to go back to State 0 for 1 tic. If you want a cool down, make an explod or a variable to lock the changestates until it's 0.

How do you want it to act??
    

Re: Change state make explod play only once

 February 12, 2025, 06:23:27 pm View in topic context
 Posted by Odb718  in Change state make explod play only once (Started by ihavenoinsight February 05, 2025, 06:42:42 am
 Board: M.U.G.E.N Development Help

You explods only trigger one time when time equals 2. They won't play again unless you add or edit your trigger.
try something like
[State effect.10512]
type = Explod
triggerall = time >= 2
trigger1 = numexplod(10512) = 0

This way, as soon as explod 10512 is deleted, it'll pop up again.

    

Re: Spritesheet Expansion Thread

 February 02, 2025, 08:41:06 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

That Guile is phenomenal! idk how I missed this. 
    

Re: How to fix this error?

 January 31, 2025, 09:58:00 pm View in topic context
 Posted by Odb718  in How to fix this error? (Started by vicneo January 28, 2025, 04:25:34 pm
 Board: M.U.G.E.N Development Help

Video doesn't work for me.
    

Re: Mortal Kombat Project - need some guidance making non-MK characters with Finish

 January 31, 2025, 09:55:13 pm View in topic context
 Posted by Odb718  in Mortal Kombat Project - need some guidance making non-MK characters with Finish (Started by MKImc7r January 25, 2025, 11:38:10 pm
 Board: M.U.G.E.N Development Help

Nice work making Captain America finishable! You're on the right track.
One thing you'll be doing a lot is going from an MKP character back to Cap. I'd think having Captain America do Johnny Cage's uppercut the head off fatality would probably be the easiest one to duplicate. But if it seems like there's another fatality that Cap has the sprites to mimic, try that one out.

You'll need to be able to make a ChangeState in the CMD file, the Animation for the fatality in the AIR file, and the StateDef in the CNS file. You'll probably be able to find good sounds in the SND file, but you may want to add some from an MKP char.
If you do settle on making an uppercut fatality, you can use an existing animation, or you can copy and paste that animation into a new animation and change the timings to make it look more fatal.

Since you want it to mimic the way MKP do their fatalities, open up Kabal and find his fatality you did in the video. I think it plays a sound and the screen goes dark. So find the playsnd and other effects.
See if Captain America is using that StateDef number. If he isn't you could duplicate it inside Cap for consistency. Once you have the new StateDef number add the top with anim = the uppercut, and add a ChangeState at the bottom. Give it a
trigger1 = time >= 240   
This way you can use it in game and it'll still let you go back to normal.
One thing I like to do for creating a new move is to change Standing Light Punch's changestate in the CMD file to my new state's number. This way all I have to do is press X and it'll activate.
Once things are showing up in game, try to find out what Kabal/Johnny use to make the fatality happen. Do they make the bones and heads fly, or do they rely on P2 for that?

More than likely, you can check out Kabal's fatality and see how it looks on himself. I imagine that the StateDef Kabal sends P2 into for the fatality has an animation with a blank frame. That's why your Captain America has 2 bodies. You animation doesn't have a blank frame at the end.


Remember, you can press F4 to reload the round. So you can look at Kabal's debug values and P2's debug values pretty easy. F2 and F4 will probably become your favorite buttons.
    

Re: DAMAGE VARIES WHEN ATTACK FROM FAR AND CLOSE

 January 31, 2025, 09:25:34 pm View in topic context
 Posted by Odb718  in DAMAGE VARIES WHEN ATTACK FROM FAR AND CLOSE (Started by Keymon2324 January 07, 2025, 04:35:45 pm
 Board: M.U.G.E.N Development Help

Before I even opened this thread up, I though to myself, "They probably have 2 hitdefs and the 1st one doesn't hit because of distance."
Check to make sure you're getting the same hits. You can make the 1st hit do crazy damage like 300 to KNOW it hits at any distance. Then change it back.

Can you tell what hits are dealing less damage? If you increase all the damage values to do
damage =100,15    ;Ifelse(!var(10),50,30), 7
The damage scaling should be obvious, and at what percentage.
Use your keyboard's Pause button and make the attack slow motion and pause at each hit. I also spam F12 to take snapshots and I use Irfanview to cycle to the next image 1 by 1. If I get on F12 like crazy my laptop almost always gets every frame as a new image.
    

Re: Help finding Under Night (or BBCTB?) Portraits

 January 31, 2025, 09:12:16 pm View in topic context
 Posted by Odb718  in Help finding Under Night (or BBCTB?) Portraits (Started by SanjiSasuke January 01, 2025, 11:48:44 pm
 Board: Development Resources

I moved this here. It's not really code related, and you'll probably get better luck here.
    

Re: Need help with character editing

 January 31, 2025, 09:08:43 pm View in topic context
 Posted by Odb718  in Need help with character editing (Started by vicneo December 24, 2024, 07:29:51 am
 Board: M.U.G.E.N Development Help

in the CMD there should be only 1 or 2 ChangeStates that switch to 8200. Possibly 4 if it has a ton of triggers. Other ChangeStates may use 8200 as a trigger, but that's different. Find the
type = ChangeState
value = 8200
One of them the player should be able to activate. It should have a trigger with Var(45) in it. That's the counter checking to see if it's in blue form. Try to duplicate that/those triggers var(45) uses for var(44).
So if var 45 is in trigger3, and trigger 3 uses 4 lines, You need to look down the list of triggers and see which one is the last number and use the next number available for gold form. You'd make, say, trigger6 have the same lines as trigger 3.  IF Trigger 5 doesn't exist and you put trigger6, trigger6 doesn't activate.

Some of the triggers for the one holding var 45 might not work for var 44. There could be multiple checks to see if it's ok to counter in blue form that wont work in gold form. Post the ChangeState if you duplicate it and it's not working.

ONE QUICK TEST could be to change the actual var in the trigger(s) from 44 to 45 and see if it works. Then you'd just add the next trigger for var(44) because 45 is already working.
 

For the sparking, do you know what state it's in? You could look inside the CNS file for that state and see if there's a varadd that subtracts every time it's activated and mess with it's value.
    

Re: Reptile (OHMSBY Style)

 January 01, 2025, 07:48:31 pm View in topic context
 Posted by Odb718  in Reptile (OHMSBY Style) (Started by PhoenixPhantom March 16, 2024, 06:05:05 pm
 Board: Projects

I mainly edit characters. One thing that helps keep me going on chars is changing the "original palette". The easy way is to make a new palette and name it like 1,7. (Or the next number that hasn't been used like 1,13 or whatever)
Then you edit the .Def file so that 1,7 is loaded as the first palette. Reording the palette isn't tough so when it's time to release the char it can take 5 to 10 minutes to get the order you like.

Im interested in this Reptile. I'd really like to see more of this project!
    

Re: Need help with character editing

 December 30, 2024, 06:18:38 am View in topic context
 Posted by Odb718  in Need help with character editing (Started by vicneo December 24, 2024, 07:29:51 am
 Board: M.U.G.E.N Development Help

Using Debug, you should be able to see the Life value. You could look for something along the lines of
Life <= 200
You could leave the "= 200" off and search the cmd for "Life <" and look through all of the changestates if P1 goes to a particular state when it changes.
If you know the animation number, search the cns files for that number. Cycle through all of the cns files and see what state contains them.
You'll probably find the helper, or the state P1 enters. Then you'll need to find the changestate, or the helper, that activates that state.
So if it's
[StateDef 3202]
You'll search for 3202 and find what's calling it. One of the triggers _should_ be Life. Adjust that life value and see if it works the way you want.
    

Re: Need help with character editing

 December 25, 2024, 06:34:10 am View in topic context
 Posted by Odb718  in Need help with character editing (Started by vicneo December 24, 2024, 07:29:51 am
 Board: M.U.G.E.N Development Help

Most of the people who are willing to help don't have time to download, play, debug, and track down things people want help with. (especially at Christmas) What we do is usually give the person needing help clues on how to track down the things to edit.

This is the version of goku I'm using, he just automatically counter hits from blue form onwards, while not doing the same thing in god form. How to make him do it in god form?
If you use Debug you can find out very fast. Use Ctrl+D to turn on Debug. You'll see values in the bottom left corner. You'll see the StateNo value when he does the counter attack. Look for that value in his CMD file until you find the changestate that switches to it. Post that changestate in this thread. You're looking for a Var for the Blue form. You need to track down the Var for God mode too.

One more thing is how to edit the sparking usage timing of each of his forms? (When his HP is low in any form, he usually goes into a state where he emits an aura around his body)
This one would be easier to scrub the animations and find the aura sprites. Once you find the anim you can search the CNS files for that value until you find an explod or helper that makes it appear on screen. My guess is it will be a helper that is spawned in Statedef -2 based on how much Life P1 has left.
I don't really understand the phrase
"edit the sparking usage timing"
If you want it to start sooner, you would adjust the explod/helper's trigger(s). You would find the spot that creates it and edit the triggers to how/when you want it to start up.
If you want it to go away faster, you would edit the explod's
removetime =
line, or the helper's DestroySelf triggers.

    

Re: Whats the Best way to make Mahoraga's Adaptability in Mugen?

 December 20, 2024, 01:21:27 am View in topic context
 Posted by Odb718  in Whats the Best way to make Mahoraga's Adaptability in Mugen? (Started by MugenBeginCoderOf20204 December 18, 2024, 03:36:12 pm
 Board: M.U.G.E.N Development Help

I dont really see anything keeping track of P1 being hit. What do you feel is a full combo??
It should probably be a total of 3 factors. Time being in hit stun, total hits, and total life loss.

If you turn on debug in the mugen.cfg inside your data folder, you should be able to see how much health, and the other details you need are.
You could do an equation to keep things with in a range. Like
Time * number of hits * damage >= x
You'd want to do some combos and get an average on how many hits you think is good. Then watch the time to see how long a good combo lasts. Then look at the average life loss. You'd then put your minimum values for all three and figure out what they are, and then the maximum values for all three aspects. You'd have a range. say
144 * 11 * 160
and
194 * 17 * 210
253,440 to 692,580 is a big range. But something like 33*4*150 is under 20,000 and might not classify as a good enough combo for you.

Figure out what the ranges are



    

Re: Character of the Month: November 2024 Nominations

 December 11, 2024, 05:36:39 am View in topic context
 Posted by Odb718  in Character of the Month: November 2024 Nominations  (Started by Lyrica December 02, 2024, 06:26:39 pm
 Board: Contributions of the Month

    

Re: Help Fixing Throws from the Corner

 December 07, 2024, 05:06:19 pm View in topic context
 Posted by Odb718  in Help Fixing Throws from the Corner (Started by BeastwithFriends December 03, 2024, 11:34:09 pm
 Board: M.U.G.E.N Development Help

Sounds like you might want to do a VelSet or a PosAdd to move P1 a little.
You'd use something like
trigger1 = BackEdgeBodyDist <= 5
to see if you're in the corner.

Use DisplayToClipboard and use BackEdgeBodyDist as one of the values it'll post on the screen.

You might be able to use the
type = TargetBind
values to move P2 to the corner also. But it might misalign the throw. The PosAdd is probably your best bet. The TargetBind will still have the same distance applied to P2.

With the PosSet and P2 being put into the corner, you may need to add a Turn to it so things look correct.