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Odb718

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Messages by Odb718

    

Re: Character of the Month: October 2022 Nominations

 November 17, 2022, 05:14:40 AM View in topic context
 Posted by Odb718  in Character of the Month: October 2022 Nominations (Started by KatsupSpecial November 08, 2022, 12:12:50 AM
 Board: Contributions of the Month

I guess I'll throw my hat in

Blackheart by KatsupSpecial - 3
Crewmate by Gemeos dos Jogos - 3
Ryuko718 by Odb718 - 3
Envy Adams by Ultra Fatality & Ryon - 2
    

Re: Contributor Suggestion Thread

 November 17, 2022, 05:09:26 AM View in topic context
 Posted by Odb718  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 AM
 Board: Feedback

So I'm not 100% sure, but I think my edits arent sticking. I'm 99% sure I gave Y5ha a purple star when I dl'd Lami the fox a while back.
All the suggestions you made should have the changes made. Thanks for pointing these guys out.
    

Re: I have a problem creating a character skill, please help :c

 November 05, 2022, 03:34:37 AM View in topic context
 Posted by Odb718  in I have a problem creating a character skill, please help :c (Started by Dontuatua November 04, 2022, 09:20:04 PM
 Board: M.U.G.E.N Development Help

@GĂȘmeos dos Jogos: That tutorial isn't what he wants to do. He isn't trying to dye the sprite. He wants it black on screen.

@Dontuatua: I've tried something like this in the past. It's going to take layering of animations if you want the edges to fade. The Subtraction method can be used if you use another program to Invert the colors. Irfanview can do this color inversion easily.
When using Subtraction solid black will be solid, and solid white will be completely invisible. All the colors in between will have transparency based on how dark or bright they are.

I would suggest trying to merge 2 of the same sprites on top of each other. You would use one sprite for the transparent fade you want. Then use a second sprite for the solid black color you want.
    

Re: Mugen Programing/coding Academy

 November 01, 2022, 12:41:19 PM View in topic context
 Posted by Odb718  in Mugen Programing/coding Academy (Started by IKEISLEGEND October 28, 2022, 11:52:53 PM
 Board: M.U.G.E.N Discussion

I'll teach anyone Ol Dirty Code for free if they're willing to listen.
I think I should set up a pay-gate on my Mugen 101 post....

honestly, this isn't TERRIBLE if he's going to screen share and set up a discord and sit with another person for an hour on a schedule. But it's going to be hard to find a customer imho.
    

Re: Ryuko718 - Custom Ryuko upadted 10-22-22

 October 31, 2022, 02:48:31 PM View in topic context
 Posted by Odb718  in Ryuko718 - Custom Ryuko updated 10-31-22 (Started by Odb718 October 10, 2022, 06:38:40 AM
 Board: Edits & Addons 1.0+

A decent sized update. I've started in on the AI for her. Right now she should be very aggressive if you put her later in the roster. It's not as good as I want it, but it's worth releasing.
I fixed a couple big bugs with 2 of her utlras.
New Halloween palette!
There's been a few more smaller tweaks too. Like both Air fierce punch and heavy kick should send P2 into a fall. This way they can activate rolls and get up quicks and whatever else. Stuff like that.

 the Def should say
versiondate = 12/21/12 ;10-31-2022  ;Version date of character crazy AI
for the Current version
https://www.mediafire.com/file/u5hcq3yjg2dmnxr/Ryuko718.zip/file
https://easyupload.io/vrk1jq
    

Re: Air combo like Melty Blood/Melty Blood Type Lumina

 October 31, 2022, 01:59:51 PM View in topic context
 Posted by Odb718  in Air combo like Melty Blood/Melty Blood Type Lumina (Started by Walruso October 30, 2022, 07:48:05 PM
 Board: M.U.G.E.N Development Help

    

Re: help with coding! (now with char wip to download)

 October 30, 2022, 04:04:38 PM View in topic context
 Posted by Odb718  in help with coding! (now with char wip to download) (Started by txcrvnt October 30, 2022, 05:00:42 AM
 Board: M.U.G.E.N Development Help

It sounds like you're going to do a combination of a few things. You'll want to use playerpush and screenbound and probably targetbind.
https://mugenguild.com/forum/topics/playerpush-sctrl-170173.0.html
https://mugenguild.com/forum/topics/screenbound-sctrl-169605.0.html
https://mugenguild.com/forum/topics/targetbind-sctrl-170204.0.html

Read up on those. Because there's almost always multiple ways of making things happen, you'll have to really describe what you're trying to do. Otherwise we wont know the best method of trying to get the move to work.
    

Re: Ryuko718 - Custom Ryuko upadted 10-22-22

 October 25, 2022, 09:34:09 AM View in topic context
 Posted by Odb718  in Ryuko718 - Custom Ryuko updated 10-31-22 (Started by Odb718 October 10, 2022, 06:38:40 AM
 Board: Edits & Addons 1.0+

palette 718,187 is probably the closest to it. I removed the palette I was using to put the purple palette on top of it.
718,187 is missing the belt and bow. You could copy them from another palette pretty easily though.

I've been trying to make a solid formula for punching P2 in the head with Air Light Punch. I've got a good first step on locating P2's head. Now I need to take into account velocities to make adjustments.
    

Re: Ryuko718 - Custom Ryuko upadted 10-22-22

 October 25, 2022, 05:19:19 AM View in topic context
 Posted by Odb718  in Ryuko718 - Custom Ryuko updated 10-31-22 (Started by Odb718 October 10, 2022, 06:38:40 AM
 Board: Edits & Addons 1.0+

Thanks for the video @MatreroG:  I think the lack of AI is showing in that video. How she's constantly trying to use the charge state. The glitchy in and out of it stinks. Actually messing with the AI for the first time, I noticed I never commented out Dragon Breath. So you wouldn't be able to do the move but the computer can. That's changed now. I'm trying to get the AI to not swap in and out of the chargestate. An update to the AI will probably be the next upload.
She seems to love doing the Dragon Dive and throw a lot. I'll try to even those priorities out to give her more variety. 
I've added in the three "new: ultras into AI. I'm trying to get a good balance. Right now she's got a super high probability of going into the Fighting God Ursula ultra.

I've done some QoL stuff. Like the AI wouldn't switch to anim 5210 in the hit recovery state. She'd flash white but sill be stuck in the hit animation.
Somehow AssertSpecial was never coded into her victory poses. It is now. A few other small things like that.

There are a couple moves taken out. I was thinking about using her "250" sprites for the dash kick. I might make it a command basic for forward+medium kick. Obviously her Dragon Breath got removed. There's a few sprites that aren't used from the source.

I don't know if there's a frame in between sprites 640,2 and 650,7. The two sprites are very similar in poses so to try and make a new sprite in between them, idk it'd be worth the effort. Do you think it just needs a delay on the leg retraction?

I'm not sure if I'll be making a 2nd throw or not. I doubt I could some up with sprites for it.

I've been editing the AI. With just some basic reordering She's much tougher already.
    

Re: MK character sprite rotation jumping problem ?

 October 24, 2022, 11:31:00 PM View in topic context
 Posted by Odb718  in MK character sprite rotation jumping problem ? (Started by ProX October 23, 2022, 08:16:43 PM
 Board: M.U.G.E.N Development Help

When you say "rotates in the air" Mugen has a couple ways to do that. Which method are you using?
Are you using just the sprites in the anim? Do you use AngleDraw at all?
If you use AngleDraw the center of the rotation will be 0,0; Not the center of the sprite.

Are you using the default jumping states?
Use Ctrl+C to see the clsn boxes to help visualize where Mugen is putting things.

Try to upload pics of the problem to imgur.com and link them. If you can install bandicam or OBS to record a video that would help also
    

Re: MK character sprite rotation jumping problem ?

 October 23, 2022, 09:25:29 PM View in topic context
 Posted by Odb718  in MK character sprite rotation jumping problem ? (Started by ProX October 23, 2022, 08:16:43 PM
 Board: M.U.G.E.N Development Help

One way to do resizes is to create a variable to do your multiplication for you. I had a similar problem with my Samus. If your original placement is say, 23,45 when you make the sprites bigger the new big sprite will be placed at 23,45. If you have floor(23*var(5)),floor(45*var(5)) then it would multiply it and put it in the right spot.
Make sure your var(5) isn't being used. If it is, find a var that isn't being used instead.

did you use something like
[Size]
xscale = 4           ;Horizontal scaling factor.
yscale = 4          ;Vertical scaling factor.
?
    

Re: How can I change Ricepigeon's Touhou-Related Characters' Palettes?

 October 23, 2022, 02:27:20 PM View in topic context
 Posted by Odb718  in How can I change Ricepigeon's Touhou-Related Characters' Palettes? (Started by Isabell_128 October 22, 2022, 11:36:23 PM
 Board: M.U.G.E.N Development Help

Then the character is using 1.0 or 1.1. The palettes are defined in the sff. Open the file with Fighter Factory 3. Got to Sprites. You should be able to scroll through all of the palettes. Used Advanced Palette Editor to make changes. Use the Save as Group/Index. Make sure you follow the numbering for the palettes. It's usually 1,0 - 1,X or 0,0 through 0,X.
If you want your palette to take over palette 1,1 you will need to edit the name of palette 1,1.
    

Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)

 October 23, 2022, 01:24:12 PM View in topic context
 Posted by Odb718  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 PM
 Board: Your Releases, 1.0+

I doubt there's enough users on Steam Deck editing Mugen Chars to take focus away from the major issues on Windows. I'm pretty sure that would just be another source of headaches.

Just installed the portable version on my laptop. Opened up just fine. Testing it out now.

----
But honestly the scroll wheel problem is still there so idk how much I'll be using it. Latching IN to the closest box and adjusting the values with the scroll wheel is terrible imho. Randomly changing the position of sprites, the groups, it's crazy.

SO. Not in the last forever of editing Mugen characters with Fighter Factory have I ever used the scroll wheel to adjust values. The option is in FF3. I had NO clue because there's never been a scroll bar in the Animation's Editor area. Scrolling down with the mouse button, then having the pointer cross the threshold of a value box to then stop scrolling down to adjust the value is extremely frustrating.

Has anyone used the scroll wheel to adjust the values in the animation editor panel?
    

Re: Versatile Projectile Reflector Problem

 October 22, 2022, 04:57:01 PM View in topic context
 Posted by Odb718  in Versatile Projectile Reflector Problem (Started by PauloHPBender October 20, 2022, 11:30:23 PM
 Board: M.U.G.E.N Development Help

It seems like you'd have to make a "cousin" of the original reflection code. Obviously the attributes of the projectile have changed. You'd have to set up that 2nd reflection for those changes.
I'd keep the 2 things separate and "combine" them once it's working properly.

Since it's your character sending the projectile back, you should be able to read/know the values. You should be able to copypasta a clone as a second move and change the values of the "new" projectile.
    

Re: Ryuko718 - Custom Ryuko

 October 22, 2022, 02:02:28 PM View in topic context
 Posted by Odb718  in Ryuko718 - Custom Ryuko updated 10-31-22 (Started by Odb718 October 10, 2022, 06:38:40 AM
 Board: Edits & Addons 1.0+

New update. the Def should say
versiondate = 12/21/12 ;10-22-2022  ;Version date of character
for the CURRENT VERSION.

Got a lot of stuff squared away with Ryuko.
I've added even more color separation. Now her Bow and her Belt are independent, from the gloves and shoes. Found a lot of random pixels and put them back to how they should be.
I've added a Kimberly (SFVI) palette. It's not the best. The fact that Kimberly seems to do a lot of Ryuko moves made me do it.

I've added a run-> dash kick. I'm not exactly sure if I like it or not. Kimberly can do a slide, so I might want to make one for Ryuko to increase their similarities.

The High Jumps have been tinkered with. I didn't like that the crouching high jump went further than the super jump did. I've also lowered the high jump just a bit so jump, high jump, and super jump are more evenly spaced. I've removed a bug if you played on keyboard or hitbox that you could activate the high jump and store it. Then later your jump would automatically be the high jump.
@jade_midori: I've tried to get that bug you describe to happen, but I can't. Are you playing on an arcade stick or controller?
If you go from Dragon Knee to Dragon Twister fast enough the velocity caries over. So it may just appear to high jump?

I'm still working on her hit confirms. I've shortened a couple windows for basics. The standard combos still work but you'll have to be a few tics faster now.

The Ultra backgrounds still haven't been messed with.

Elena vs Kimberly palette shows off the gloves/shoes/belt/bow CS
    

Re: Versatile Projectile Reflector Problem

 October 21, 2022, 10:28:21 AM View in topic context
 Posted by Odb718  in Versatile Projectile Reflector Problem (Started by PauloHPBender October 20, 2022, 11:30:23 PM
 Board: M.U.G.E.N Development Help

I've moved this post here to get more eyes on it. It didn't push the tips n tricks thread forward. Hopefully someone here can help fix the problem.

What exactly happens? Your character creates a projectile, then P2 reflects it, then your character can't reflect it back?
Is P2 a totally different character or just your character fighting itself as P2?
    

Re: Ryuko718 - Custom Ryuko

 October 19, 2022, 04:29:08 PM View in topic context
 Posted by Odb718  in Ryuko718 - Custom Ryuko updated 10-31-22 (Started by Odb718 October 10, 2022, 06:38:40 AM
 Board: Edits & Addons 1.0+

I should have a good update coming up tomorrow.
I've added in all the ultra nerfing. It's working pretty solid. Each ultra is going to deal 200 damage if it's a raw connect. If it's in a combo the first level is 45%, then 25%, then 10%. It isn't hard to get a large enough combo so the 3rd ultra is only doing 20 damage to P2. It can work a few different ways. The original upload I have the values set wrong.

With that, right now I'm trying to balance the hitconfirms into ultra. Being able to tag P2 with an air fierce attack and connect is different than a standing jab into ultra. I'm trying to limit that unbalance.

I am making, or trying to make, all of the specials link into each other and all of the ultras work off of the basics and specials. I'm not sure if a human can link her Dragon Senkuu-Kyaku from her Tatsumaki Senpuu Kyaku. (Go from the hurricane ultra into the chun li ultra). P2 bounces from side to side in under 3 tics. Any motion you try to input will be flip flopping like crazy. There should be enough time to combo the two ultras in the air if you're high enough.

I've had some health issues the last couple days, but I'm feeling like I'm back to normal.
I still need to look into the jump situation.

I'm going to put the same background for all the ultras. I'm still day dreaming about either a ground pound ultra or something else.
    

Re: Blackheart

 October 19, 2022, 11:18:06 AM View in topic context
 Posted by Odb718  in Blackheart (Started by KatsupSpecial October 18, 2022, 04:43:40 AM
 Board: Edits & Addons 1.0+

Stay on topic guys. All edits are welcome.
I'm always a fan of adding additional basic attacks.
    

Re: Keeping an animation from flipping on 2nd Player side

 October 15, 2022, 10:30:47 AM View in topic context
 Posted by Odb718  in Keeping an animation from flipping on 2nd Player side (Started by Tiger-Boy October 08, 2022, 03:58:24 PM
 Board: M.U.G.E.N Development Help

I think you should be able to just add
Bindtime = 1
to the explod and it'd be good. I think it'd work either way.
    

Re: Keeping an animation from flipping on 2nd Player side

 October 13, 2022, 10:01:37 PM View in topic context
 Posted by Odb718  in Keeping an animation from flipping on 2nd Player side (Started by Tiger-Boy October 08, 2022, 03:58:24 PM
 Board: M.U.G.E.N Development Help

So instead of postype = p1 you should be using Left.

Change the scale back to one, and use Left instead of P1 on the floor. You might have to move it's position to look correct.