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Odb718

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Messages by Odb718

    

Re: FREEZE THE OPPONENT IN 2 V 1 AND 2 V 2 TEAM ARCADE MODE

 April 24, 2025, 05:37:13 am View in topic context
 Posted by Odb718  in FREEZE THE OPPONENT IN 2 V 1 AND 2 V 2 TEAM ARCADE MODE (Started by alwinbenny29 April 05, 2025, 08:45:24 am
 Board: M.U.G.E.N Development Help

I've been away for a while. I'll hopefully be home tomorrow. I'll be able to help more, then.
If you run into an issue with a lot of states, sometimes it's good to make a section of Statedef -2 to help fix the code instead of copy and pasting it all over the place.

For something like this, in Statedef -2, you'd make a SelfState. There would probably only need to be 2 triggers. One to check
triggerall = stateno = [3740,3750]
trigger1 = time >= 240

So it'll only trigger in those 11 states once the timer is higher than 239.
You might want to do this move in 1v1 and press F12 repeatedly. You'll notice that it makes mugen go into slow motion. It's because it's taking snapshots each time you press F12. It saves them to the root of your mugen folder. Make sure you have debug on on P2. You'll be able to see how P2 moves from state to state. Then if you do the same thing in a 2v2 match, you might be able to tell when P1 or P2 mess up.
I like you use Irfanview to cycle through the images. You just press the left or right arrows on the keyboard to change the image forward or backwards.

You might also want to use CTRL+C to see if P2 has any hitboxes that P3 might be attacking when it's not supposed to?
    

Re: Some characters cannot allow adding palettes in SFF

 April 24, 2025, 05:25:11 am View in topic context
 Posted by Odb718  in Some characters cannot allow adding palettes in SFF (Started by Momotaro April 21, 2025, 11:04:53 am
 Board: M.U.G.E.N Development Help

If other people come across this, FF3 has trouble with saving the sff as a new file type. It seems to have extra trouble with palettes. So this problem can be a double whammy to figure out.

When editing a winmugen, or downgrading a 1.1 char to 1.0 I use the Save As 1.0 and name it something NOT in the def. I exit FF3 and either change the Def to the new name, or I rename the original sff and name the new sff to the original's name. Then reopen in FF3. The updated SFF will be loaded.

For palettes, Save the 1,0 palette as a new palette. Then you need to exit and save the char. Reopen. The palette may still be "attached" to the 1,0 palette. So you'd save the 1,7 palette as 1,8. Then save. Edit one color on the 1,7 palette and see if the 1,0 palette is affected. If it is, look at the 1,8 palette and edit the 1,0 back. I usually just adjust an all black or all white color so I can change it back easy. For some reason duplicating palettes or editing a palette in the editor can have the two overlap or something weird happens.

To take an Act file that's not saved in the Group and Index you can hit the
IMAGE OR PALETTE button at the top middle, then import the palette. You'll see it on the right side. You can then press the Save as Index button and assign it into the group/index you need. This is just to show the advanced palette editor.
Spoiler, click to toggle visibilty
But again, make sure it's not "attached" to whatever palette you opened up the Advanced Palette Editor on. It can be rough sometimes.
    

Re: Setting Up Character Select

 April 24, 2025, 05:02:46 am View in topic context
 Posted by Odb718  in Setting Up Character Select (Started by Neurokinetic April 22, 2025, 08:26:07 pm
 Board: M.U.G.E.N Development Help

It depends on the screen pack. if the pack is set up so it's not using
9000,1
THEN if your char doesn't have 9000,whatever it wont show up.
If the char is winmugen, I think the first 2 images have to be 9000,0 and 9000,1
    

Re: A Help Topic: How Do You Make Color Palettes for Characters?

 April 24, 2025, 04:57:41 am View in topic context
 Posted by Odb718  in A Help Topic: How Do You Make Color Palettes for Characters? (Started by Dude01 April 06, 2025, 01:42:51 am
 Board: M.U.G.E.N Development Help

I dont use the act file. I use Mugen 1.0. So all of the palette info is in the sff if I remember correctly.
The PNG should work for Mugen no matter how the png is set up. You just have to import it and set up the palette.
If you feel like the palette is already in the char, when the import sprite box pops up, you can use FORCE PALETTE and input the value of the palette you want. Maybe that's what you're asking?
    

Re: Third tag partner (p5/p6) unnaffected by certain custom states

 April 24, 2025, 04:53:55 am View in topic context
 Posted by Odb718  in Third tag partner (p5/p6) unnaffected by certain custom states (Started by Master0fFaster April 22, 2025, 09:57:43 pm
 Board: M.U.G.E.N Development Help

    

Re: How to make gravity fall faster like MK9

 April 23, 2025, 08:08:56 pm View in topic context
 Posted by Odb718  in How to make gravity fall faster like MK9 (Started by DosKillerFighterTrue April 14, 2025, 11:10:37 pm
 Board: M.U.G.E.N Development Help

    

Re: I messed up Infinite's B.Jenet colors FF3-FFS problem

 April 12, 2025, 11:37:56 am View in topic context
 Posted by Odb718  in I messed up Infinite's B.Jenet colors FF3-FFS problem (Started by Momotaro April 11, 2025, 07:35:14 pm
 Board: M.U.G.E.N Development Help

This sounds like the sff file is saved as a different version than what the Def is looking for.
When this happens to me, I use both FF3 and NotePad to fix it. Use FF3 to save the SFF file as the different versions. MAKE SURE you have them named differently and that you'll remember what's what.
Once you have the different versions saved, close FF3. Open the Def in a text editor and set the sff file to one of the new files.
That Should do it, but there's a chance you'll need to do one more edit
    

Re: Transformations disabled when getting hit

 April 11, 2025, 07:59:56 pm View in topic context
 Posted by Odb718  in Transformations disabled when getting hit (Started by Master0fFaster April 07, 2025, 04:47:51 am
 Board: M.U.G.E.N Development Help

Master0fFaster if P1 is sending P2 into a custom state, you'd look in P1's state for the hitdef or
type = TargetState

If it's not jumping out at you it's probably the Hitdef has
p2stateno =
in it somewhere. It's usually at the bottom of the hitdef but it doesn't have to be.

You can use Debug by pressing CTRL+D and see if P2's info changes color when those attacks happen. If it does, that means P2 is in a custom state. If it stays white you got something else going on.
    

Re: FREEZE THE OPPONENT IN 2 V 1 AND 2 V 2 TEAM ARCADE MODE

 April 11, 2025, 07:26:35 pm View in topic context
 Posted by Odb718  in FREEZE THE OPPONENT IN 2 V 1 AND 2 V 2 TEAM ARCADE MODE (Started by alwinbenny29 April 05, 2025, 08:45:24 am
 Board: M.U.G.E.N Development Help

Use Debug by pressing CTRL+D two times to see what state P2 enters and gets locked into.
Then in that state there might be a SelfState. You could make an additional trigger where Time >= 240. Something long enough where it gives the normal move to complete 100% but will reset P2 when it's broken.
    

Re: %n

 April 11, 2025, 08:27:04 am View in topic context
 Posted by Odb718  in %n (Started by ihavenoinsight April 11, 2025, 07:53:11 am
 Board: M.U.G.E.N Development Help

Can you ask that question a different way? I'm not sure what you mean at all.
    

Re: p2 turns invisible when knocked out for MKP, I don't know how to fix it

 April 11, 2025, 08:20:19 am View in topic context

Like XGargoyle mentioned, Kano might be missing the proper sprite. Or there's a slight possibility that P1 is sending P2 into a custom state and isn't displaying a ChangeAnim2 properly. Hitting CTRL+D 2 times should bring up P2's info. If you use multiplayer and pick Kano you should be able to see the states and animations when you hit him.

As for Saphira not dying fast, you can add a changestate/selfstate to that custom hit state in Slime to check if P2 is still alive/has health.
triggerall = (root,alive || enemy,alive)
trigger1 = roundstate = 3 && (root,life <= 0 || enemy,life <= 0)
If what hit's P2 is only P1, you wont need the root, you'd just put life <= 0
    

Re: A Help Topic: How Do You Make Color Palettes for Characters?

 April 11, 2025, 08:07:35 am View in topic context
 Posted by Odb718  in A Help Topic: How Do You Make Color Palettes for Characters? (Started by Dude01 April 06, 2025, 01:42:51 am
 Board: M.U.G.E.N Development Help

I'd suggest using FF3 to edit palettes. It's super easy and just as strong as any other tool for making palettes. The main thing is to SAVE AND REOPEN your character when doing major palette edits in your char. Sometimes FF3 forgets....

If you're interested in learning about editing chars, I put this together to help out
https://mugenguild.com/forum/topics/mugen-101-things-you-need-know-169758.0.html
If you want to know more about something, you can click the blue links to take you to each part.

As for making palettes for characters, I'd suggest using Fighter Factory 3 only. It's easy enough and you don't have to worry about importing or exporting.
But if you use FF3, just hit ctrl+P to open the Advanced Palette Editor. What ever sprite you're on will open up. So I like to find a sprite of my main char that has all the highlights and shadows and glow FX and colors.
This tutorial can kinda help you learn what the Advanced Palette Editor looks/works like https://mugenguild.com/forum/topics/use-fighter-factory-3-make-palette-fast-177794.0.html
But mainly, you need to learn how to use the eye dropper to select the colors you want to edit/dye and then Save that as a new palette and then have that new palette show up in game.
So look at this image

My main palette was 1,1. Your main palette might be 0,0 or 0,1. When you open the Palette Editor it should let you know. Save the new palette as the same Group BUT different Index. Name it something high at first. You might have a palette named, 1,8 and you dont want to overwrite it. So name it 1,32 and rename it later.

You can see the eye dropper in the image I linked. You can also see this Ryu has "stripes" of colors in his palette. Those would be for the different parts of his body. Other characters wont be organized like that, but you may recognize the pattern it's laid out in after a while. 
You can use the eye dropper to select the parts of the body on the sprite in the window, then you can use those sliding bars to dye and brighten or darken the colors.
You can also manually click on the colors in the palette and use ctrl and shift to select multiple colors or deselect individual colors. So if you accidentally grabbed a color from a character's shoes but you only want to edit the skin tone, you can use Right Click to deselect the color. Either by clicking that color on the sprite, or right click the palette.

Once you get your palette in the character, Find out what the last "main" palette number is. Some chars will use palettes 1,1 thru 1,6. So you'd edit your palette's name to 1,7. Then in the Character's Def file, you could edit the first palette to be 1,7 by editing
pal.defaults = 1,2,3,4,5,6
to
pal.defaults = 7,2,3,4,5,6
Save everything and when you select the first palette, you should see your palette!
    

Re: Can't add background on 255 palette image

 April 11, 2025, 07:44:09 am View in topic context
 Posted by Odb718  in Can't add background on 255 palette image (Started by MrSaturn100 April 04, 2025, 07:31:56 pm
 Board: M.U.G.E.N Development Help

    

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??