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Odb718

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Messages by Odb718

    

Re: Need help creating a throw

 July 02, 2020, 07:10:06 AM View in topic context
 Posted by Odb718  in Need help creating a throw (Started by belphe89 May 30, 2020, 06:44:21 AM
 Board: M.U.G.E.N Development Help

For #4, you should be able to use Snap inside the original hitdef to help get rid of that problem.
For #2, make sure youre using he right ChangeAnim method in your custom state for P2.
https://mugenguild.com/forum/topics/changeanim-and-changeanim2-sctrl-169930.0.html

belphe89, for things like #1, you got to realize how many different options you've given us to try and figure out.
The way you stated it, sounds like, "P2 wont enter my custom states" But we've got no clue How/Why it doesn't work with the other characters. We need a lot more info to go on.

#3 is odd. If it's only working with your character, we should fix #1 first, then see if other characters are getting the same reactions.
    

Re: Stage static help

 June 27, 2020, 03:22:17 AM View in topic context
 Posted by Odb718  in Stage static help (Started by copticprincess June 14, 2020, 04:30:12 AM
 Board: M.U.G.E.N Development Help

the alignment isn't the problem. It's the loop, like you said. You need to watch the loop in FF3 and see why it POPS. Watch each frame and see which one should be the last frame to smoothly go back to the first.
    

Re: I’m back and I’ll support everybody.

 June 05, 2020, 07:43:59 PM View in topic context
 Posted by Odb718  in I’m back and I’ll support everybody. (Started by n00b12 May 31, 2020, 08:39:20 PM
 Board: Introductions and Guides

Cool. Make a thread for your WIPs when they're ready!
    

Re: Need help creating a throw

 June 05, 2020, 06:22:48 PM View in topic context
 Posted by Odb718  in Need help creating a throw (Started by belphe89 May 30, 2020, 06:44:21 AM
 Board: M.U.G.E.N Development Help

Try adding
hitdefpersist = 1
to the Statedef 411.

I would also change your targetstate to this.
[State 0, TargetState]
type = TargetState
Triggerall = NumTarget
trigger1 = movehit
value = 412
ignorehitpause = 1

If your character is playing 2v2 the -1 ID can mess things up. Your character isn't going to hit P2 when time = 0. You only want the character to change positions once the move hits.
    

Re: Need help creating a throw

 June 04, 2020, 09:18:26 PM View in topic context
 Posted by Odb718  in Need help creating a throw (Started by belphe89 May 30, 2020, 06:44:21 AM
 Board: M.U.G.E.N Development Help

Targetbinds in a special move are fine. Usually if you're only doing 1 or 2 positions you can use Snap in the hitdef or another way to do it. If it's more complex, I personally tend to "trick" myself into thinking the special move is a type of throw. Helps me code it easier/better.
Usually you want a custom state for P2 if they're in a series of targetbinds.
    

Re: Problem with adding Damage Dampening w/ on-hit canceling system

 May 20, 2020, 09:53:28 AM View in topic context
 Posted by Odb718  in Problem with adding Damage Dampening w/ on-hit canceling system (Started by manydeath May 19, 2020, 03:34:38 AM
 Board: M.U.G.E.N Development Help

so this is how my Ryu's damage dampener is set up.

Spoiler, click to toggle visibilty

I think you're trying to make the system a little more complex than a regular AttackMulSet right? I would reverse your value for the var on how you think of it. Add to it instead of subtracting. the attackmulset can do the work for you. Just set your jumps to adjust the var how you'd like it to act.
    

Re: You are Banned!

 May 19, 2020, 02:33:05 AM View in topic context
 Posted by Odb718  in You are Banned! (Started by Mushypepito123 March 03, 2020, 10:52:12 AM
 Board: All That's Left

You're all banned because FL keeps denying me unemployment benefits.
    

Re: Scaling character for 4:3

 May 18, 2020, 04:01:56 AM View in topic context
 Posted by Odb718  in Scaling character for 4:3 (Started by SaltAddict May 17, 2020, 03:09:12 AM
 Board: M.U.G.E.N Development Help

If you're talking about using something like
const(size.xscale)
Yes and No. It will work for multiplying a lot of stuff. It'll work in a lot of triggers. But it will not work with everything.
That's why I used the variables in Samus. If I remember correctly, the hitdef was one of the spots where it would and wouldn't work. It had me going crazy for a long time.

I think you may end up having to adjust some of your values, but yes, just adding
*var(yourvaluehere)
to all of your positions should work. I think in certain instances I had to adjust the original value slightly due to 1 pixel being off from rounding one way or the other.
    

Re: Scaling character for 4:3

 May 17, 2020, 07:46:12 AM View in topic context
 Posted by Odb718  in Scaling character for 4:3 (Started by SaltAddict May 17, 2020, 03:09:12 AM
 Board: M.U.G.E.N Development Help

You can use
[Size]
xscale = 1.33           ;Horizontal scaling factor.
yscale = 1.5           ;Vertical scaling factor.
At the top of your character's CNS file to affect it. Those should be the values, but I'm not positive.

----
You will want to make two variables to match those values. Then you would use those variables to do math to place explods and helpers easier. My Samus has some scaling. You might want to look it over.
    

Re: P1 bind to a helper

 May 17, 2020, 07:41:53 AM View in topic context
 Posted by Odb718  in P1 bind to a helper (Started by sergeus May 17, 2020, 12:55:14 AM
 Board: M.U.G.E.N Development Help

When you say
  and the player position must be always the same of that helper.
Do you mean player 1, or player 2?
Also, are you having trouble moving the helper, or getting the character to move to it?
    

Re: Stopping the music and changing the speed of the game like in SF 2 turbo

 May 17, 2020, 07:38:25 AM View in topic context

I've seen characters with this in it. They'll actually slow down the death yell also. I think there was a chun li I had that HAD it. It got so annoying that I had to take it out. And I have about 6 Chun Li's so I don't want to send you on a wild goose chase to dl it.

You'll want to look into AssertSpecial in Mugen Class section, because it's got nokosnd and slow and it has

[State 0, AssertSpecial]
type = AssertSpecial
;trigger1 =
;flag = intro
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause = 1
;persistent = 
;flag = nokosnd
;flag = nokoslow 

I think this is pretty standard to do. I just dont know, myself.
    

Re: Custom Health System for Character (Anybody good at math?)

 May 16, 2020, 07:27:53 AM View in topic context
 Posted by Odb718  in Custom Health System for Character (Anybody good at math?) (Started by XxJRushxX May 14, 2020, 02:13:05 AM
 Board: M.U.G.E.N Development Help

This actually should be pretty easy. You helper character, "P1B", SHOULD have his own "life" that you can't see.
I found out making Yun&Yang.  But clone helpers can be killed by attacking them. So all you really need is a variable to monitor the main character's life, "P1A". Then when you swap back in, you'll use a Statedef -2. You use the trigger to check P1A is active, then check if the life != Var(718) and set the life value to var(718).
When you swap back in the life _may_ update to reflect P1B's health. Otherwise, do the same thing, set a var in it. Check if Parent,life != life and set the value to life.
    

Re: died parsing help

 May 10, 2020, 11:12:45 AM View in topic context
 Posted by Odb718  in died parsing help (Started by Driger_mugem May 09, 2020, 06:23:50 AM
 Board: M.U.G.E.N Development Help

Open the character in Fight Factory 3. Once the character is open, press ctrl+f. This will open a search box at the bottom.
Select the commands icon to view the commands. It's the Atari joystick. Search for
command != "x"
and see what pops up.
Then search for 
"command"

I highly doubt your character doesn't have
[Command]
name = "x"
command = x
time = 1
in it. But you may need to add that into the commands. Add it near the rest of the single button commands.

There's a slight chance that the CMD file isn't being read at all.
    

Re: I cannot create palette anymore.

 May 08, 2020, 05:53:36 PM View in topic context
 Posted by Odb718  in I cannot create palette anymore. (Started by Nedflandeurse April 26, 2020, 02:48:50 PM
 Board: M.U.G.E.N Development Help

There has been certain instances where I've had to use Irfanview, or Paint, or Photoshop to edit my images. When I've had problems Using the color selector and transcribing the values into FF3 seemed to be the easiest way.

Have you tried making sure you index the palette before you start your photoshop process?
I would suggest attempting some tests.
Export the sprite using FF3.
Open it up in Photoshop.
Make sure the palette/image is in index.
Change one color to be VERY obvious.
Save both the image and the palette using Photoshop.
Import the new sprite back into your character and view the difference in your palettes.
Figure out how to adjust the palette to work with the other ones.

You'll probably only have to do slight adjustments.
    

Re: round not over for p2 custom state (life = 0)

 April 29, 2020, 10:27:17 PM View in topic context
 Posted by Odb718  in round not over for p2 custom state (life = 0) (Started by warriorz April 22, 2020, 02:57:12 PM
 Board: M.U.G.E.N Development Help

You should use a Helper. Have the helper be the cage instead of an Explod. Spawn the helper on P2's X pos and Y = 0. This should be the easiest way to do it.
    

Re: Terry GM Edit

 April 29, 2020, 10:18:59 PM View in topic context
 Posted by Odb718  in Terry GM Edit (Started by alongcaca April 27, 2020, 07:13:29 AM
 Board: M.U.G.E.N Development Help

@alongcaca: Did you end up getting this solved?
You can use Fighter Factory 3 to view the bad sprites. Then you can use the palette selector on the right side. You'll move the palette selector until the good palette is shown. Then you hit apply. You might be able to apply to the entire group. You may have to apply the palette to each sprite.
    

Re: help stage 3d

 April 28, 2020, 10:03:43 AM View in topic context
 Posted by Odb718  in help stage 3d  (Started by oscar123 April 26, 2020, 08:56:31 PM
 Board: M.U.G.E.N Development Help

Have you downloaded that stage?
You will copy your images into that stage. Replace the stage's images numbers onto your sprites.

Look at all the values inside the Stage's DEF file. You will notice a pattern. No one can do 4 images without doing the whole thing. You will need trial and error to get it going correctly.
    

Re: You are Banned!

 April 27, 2020, 05:04:41 AM View in topic context
 Posted by Odb718  in You are Banned! (Started by Mushypepito123 March 03, 2020, 10:52:12 AM
 Board: All That's Left

You are banned due to LAZINESS!
    

Re: I cannot create palette anymore.

 April 27, 2020, 05:00:39 AM View in topic context
 Posted by Odb718  in I cannot create palette anymore. (Started by Nedflandeurse April 26, 2020, 02:48:50 PM
 Board: M.U.G.E.N Development Help

EDIT : by checking the color table in FF, I can see the color slots are all inverted... I don't know why this happens.
EDIT2 : OK, the problem seems to happen when I save a sprite from the SFF using FF. When I open this sprite in Pshop, the colors are messed up
But I still don't know what to do.
This should be an easy fix. In FF3 just use the invert all colors button inside of the Advanced palette editor.
If your first and last colors are mixed up, you can manually move them. Just click and drag. When you click and drag the first color, ALL of the colors will get messed up. But once you do the 2nd one, everything should look good.

What are you doing in photoshop that you can't do in the Advanced palette editor?
    

Re: help stage 3d

 April 27, 2020, 04:46:45 AM View in topic context
 Posted by Odb718  in help stage 3d  (Started by oscar123 April 26, 2020, 08:56:31 PM
 Board: M.U.G.E.N Development Help

I've started a stage from Muramasa that uses a specific technique. You basically have to cut each and every frame and make it an image. Each image is then the exact width apart from each other and when the camera moves, the entire stage moves that amount left or right. This makes the next image snap into place.
Search for
Moto Stage 3D
and you should be able to find it easy.