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[Quick Question] AngleDraw/AngleSet helper binding CLSN Boxes

 September 03, 2024, 09:27:16 pm View in topic context
 Posted by Plum  in [Quick Question] AngleDraw/AngleSet helper binding CLSN Boxes  (Started by Plum September 03, 2024, 09:27:16 pm
 Board: M.U.G.E.N Development Help

I'm starting to think it isn't possible to bind CLSN to anything that is using angledraw/set because mugen itself can't determine the exact angle of the sprite/animation. I hope I'm wrong, there is an attack that has multiple angles that activate based on var(19) = 0-2 so three in total and so far I haven't figured out how to use BindtoParent,BindtoTarget, or BindtoRoot to  get it CLSN to stick to the animations being spawned.

I tried using posset: x = helper(2030),pos x, y = helper(2030),pos y  with no luck so far. I'm just wondering if I'll have to manually create these angles in the end for mugen to let me bind a second helper/CLSN box to them.

I'm so close to being done with my first Hi-Res character! Pretty excited about it--and the community has been really helpful.~
 I just want to know if it's possible before I jump into tedious Photoshop territory.

tl;dr : Can you bind CLSN boxes to helpers with Angleset/draw?



    

Re: Cvs style sprite sheet extraction Index & Palette help

 August 29, 2024, 11:52:30 pm View in topic context
 Posted by Plum  in Cvs style sprite sheet extraction Index & Palette help (Started by Plum August 19, 2024, 10:06:35 pm
 Board: M.U.G.E.N Development Help

I wanted to thank everyone here, all the info helped me really helped me!

Odb178

you were the first to respond, and you were right--I needed to do this for some effects. The4ury actually sent me a private message doing the same thing with the dash effects using the same method. I was hyperfixated on the whole PNG thing though and having clean effects which was only possible by using SFFv2--which I didn't know existed until Death mentioned it. But I was going to put this on hold completely until you answered, I also believe you might have inspired the others.

DeathScythe

You were the one who gave me the info I was after the most; trying to figure out how the PNG were just exported without a palette, I was using 1.1b but I'd never heard of SFFv2--learning I'm about six years late, I haven't even been making characters that long.  This kinda blew me away since I was able to get all the sprites and port/animate them over so quick--and I'm officially making all Hi-Res characters with SFFv2 from now on.

The4ury

After you offered to help and sent me the message I decided to try it for myself, and it was easier to understand that I thought, so you gave me the push to at least fix up the extra sprites that aren't just "port-able PNGs" to easily  extract, so there aren't any more barriers in the way.

I'm going to go ahead and mark this as solved--Thanks to you lot, I can complete this character without any issues.
    

Re: Cvs style sprite sheet extraction Index & Palette help

 August 22, 2024, 11:03:12 pm View in topic context
 Posted by Plum  in Cvs style sprite sheet extraction Index & Palette help (Started by Plum August 19, 2024, 10:06:35 pm
 Board: M.U.G.E.N Development Help

DeathScythe--

Looks like everyone was right in some way on this one, DeathScythe, I didn't know about the transparency thing for 1.1, although the author does state it only works in 1.1, as for my character, she is also 1.1, when I dropped the PNG into the "other" character(Ghost) it just worked without issue, but not in mine, so there has to be some kind of code missing since they're both 1.1. The image is 32bit PNG, "different levels of transparency" has me curious, I tried to insert it as but it still didn't work for me. But I do feel like I'm starting to see a solution. Is there a topic you could point me to, or give me a bit or info on the transparency since it sounds like the best case scenario?

The4ury --

I tried pressing the button and it didn't adapt to the image for me, instead of being red, it just became a blackened mess, but after you mentioned the transparency and pitch black outline/trans--I did notice that "some" of there sprites uses a black background around the edges and removes it with transparency just like you said--I just need to figure it out for myself.

--Odb718

The process you listed--like the two above, I'm sure is 100% correct for most cases, but this one didn't give me any luck, but from what I've read there are a bunch of ways to do it, unless someone can pinpoint the solution here so I know which route to take, I'm going to go back to the topic you made that lead me to "Indexing Effects help" to see if I can just patiently learn how to fix this from there since there are a lot of effects like this that I need to grab.
    

Re: Cvs style sprite sheet extraction Index & Palette help

 August 22, 2024, 07:38:30 pm View in topic context
 Posted by Plum  in Cvs style sprite sheet extraction Index & Palette help (Started by Plum August 19, 2024, 10:06:35 pm
 Board: M.U.G.E.N Development Help

I really should have done a better job with the subject name, my bad.

I just wanted to be able to port over this sheet for a dash effect, but it has to be in PNG so it doesn't become flat, it isn't from 1.1 or anything, just a hand drawn Hi-Res indie game. I have photoshop but I'm not too sure how to go about fixing the transparency since, it goes flat the moment it's indexed. I added green to it myself, it's transparent by default, I've tried it with the green and without, still no success.

Taking about these sprites here:






I was reading through one of your topics: https://mugenguild.com/forum/topics/remove-black-outlines-images-180047.0.html

But I couldn't wrap my head around it, in all honesty I'm jetset on figuring out how the VFX were ported in the same way as there where from a character named "Ghost" as you can see in the screenshots.

On this character, the sprites are indexed... but also PNG/RGB and I have no idea how the author did this which sure an unruly palette. Here it looks fine and works with all six of the color palettes 1,0 - 1,6.





Keep in mind the actual palette looks like this in FF3:




If I go to my character "Heckin" then load the sprite with the same palette it actually looks like this pink mess in game.



I just want to know how they managed to do this with this palette, since it's used for nearly all effects, there isn't any black box around it or any other adjustments, it just works really well. I've tried reaching out to the author, but there was no response.



    

Porting Hi-Res sprites/ effects. Link/image below

 August 20, 2024, 04:52:37 am View in topic context
 Posted by Plum  in Porting Hi-Res sprites/ effects. Link/image below (Started by Plum August 20, 2024, 04:52:37 am
 Board: M.U.G.E.N Discussion

I have a few hi-res sprites, like the cloud/smoke effects, and white dashing effects that are semi transparent, whenever I try to index them they turn flat and I have no idea how to port them over to mugen. I see a lot of cvs edits with hi-res fireballs and dash effects and I have no idea how they managed to port the effects over so cleanly.

Any pointers would help.





https://imgur.com/a/lLiojt2
    

Cvs style sprite sheet extraction Index & Palette help

 August 19, 2024, 10:06:35 pm View in topic context
 Posted by Plum  in Cvs style sprite sheet extraction Index & Palette help (Started by Plum August 19, 2024, 10:06:35 pm
 Board: M.U.G.E.N Development Help

Recently started working on a project--I noticed there are a bit of sprites that are hi-res/transparent, like white dash effects/ smoke screens and etc. These kinds of sprites are usually in cvs characters and the effects are always darker and then made transparent/brighter when animated in mugen, but I have no idea how to index them without them turning into flat white streaks.

Can anyone point me in the right direction? Every time I try to color index the sprites they become flat and solid, it's got to be either a format or a palette issue. I've tried saving the images in PNG and PCX--nothing works so far.
    

Re: Weapons vanish/loop as helpers

 September 05, 2023, 07:37:44 pm View in topic context
 Posted by Plum  in Weapons vanish/loop as helpers (Started by Plum September 05, 2023, 08:12:27 am
 Board: M.U.G.E.N Development Help

Edit 2nd: Got it working! It was the hitpause, found the answer in the forums. Thanks, changing the this to solved.

Edit: I think it's the hitpause, since the helper doesn't stop/align with the character getting hit and keeps playing the animation over and over. But, I don't have a clue how to have the helper track/mimic the hitpause from the parent.

Thanks for the pointers, I took your advice, but I'm still dealing with the same issues.
The character goes to [Statedef 5000, anim =5000] and then a literal second after jumps to [statedef 5001, anim = 5000] and animation resets, but my helper doesn't and just keep going since it's trigger is on [anim = 5000]. I thought since the trigger is on 5000 it would restart or loop "with" the character but it doesn't-- it just loops until fixing itself on [anim = 5005] instead.
    

Weapons vanish/loop as helpers

 September 05, 2023, 08:12:27 am View in topic context
 Posted by Plum  in Weapons vanish/loop as helpers (Started by Plum September 05, 2023, 08:12:27 am
 Board: M.U.G.E.N Development Help

I'm trying to get a helper (weapon) to move with the hitstates  (5000,5005,5010 etc.) and for whatever reason the helper keeps playing late and then looping nonstop. Right now I have my "anim = 5000" running for "ticks 4"/time = 4 and whenever the character is hit they quickly go to
Stateno 5001, anim 5000 and the timing gets screwed up, without or without the "changeanim" and I feel like I'm missing something simple but I've been trying to figure this out for an ungodly amount of time--to the point that I just started making new sprites for the character to take my mind off how annoyed I was. Would appreciate any help or recommendations at all--I get the feeling I'm missing something simple.



Code Below:

;---------------------------------------------
Only this part is slapped inside statedef 5000
Spoiler, click to toggle visibilty
;-------------------------------------------------


Spoiler, click to toggle visibilty


Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty
    

Re: Lock On Dash Attack

 March 05, 2023, 09:53:58 pm View in topic context
 Posted by Plum  in Lock On Dash Attack (Started by Plum March 04, 2023, 07:11:24 pm
 Board: M.U.G.E.N Development Help

First of all, thanks for the reply.~
I spent a few hours trying to understand the code and I'm still at a loss. I use var(10) ifelse already to adjust velset,I ended up change it to var(15) so I could test out your code since I didn't want to have a million states--plus I try to avoid var as much as possible and I want to stop making a so many states as a crutch, unless it's super necessary.

When I use your code I shoot at P2's head, which is kinda cool, but then the character sorta bounces and keeps going, never going for a straight shot--after I reach the "head" she doesn't ever touch the ground. I adjusted the fuel supply and (Time%1) but I just couldn't get the results I wanted. I'm pretty sure I'm missing something simple but I'd like to try this method over tracking helpers.

I was trying to emulate the lock on at 0:30, 0:34, & 0:52
https://www.youtube.com/watch?v=PZecYa4OCmo&ab_channel=PCIndieMasterRace
    

Lock On Dash Attack

 March 04, 2023, 07:11:24 pm View in topic context
 Posted by Plum  in Lock On Dash Attack (Started by Plum March 04, 2023, 07:11:24 pm
 Board: M.U.G.E.N Development Help

I have a character that jumps in the air and charges while holding a lance/spear for about two seconds before dashing either forward or diagonal. Could anyone give me an idea on how to make her charge to where the enemy is standing/ jumping etc one second BEFORE the charge? Not homing or chasing, but one line of direction.

For example: If the enemy is in the air across from you as you're charging the dash, the moment you release you would just shoot forward; and If they were below you at an angle, you shoot diagonally-no curving or chasing. I'd like to know if there is a way to "check" enemy location and then burst towards them?
    

Re: Recover(red health) using a variable?

 December 16, 2022, 12:20:36 am View in topic context
 Posted by Plum  in Recover(red health) using a variable? (Started by Plum December 14, 2022, 04:17:15 am
 Board: M.U.G.E.N Development Help

1. You're not an idiot--I am, I tried so many things other than just using "-" which is obvious only "after" you pointed it out to me.
2. Thank you, this is exactly what I wanted and it'll help me with my future projects.

I... don't have a third one, but I really am thankful, you just saved me a whole weekend of trail and error. Plus, I'm trying to finish up this character before the end of the year. You've solved like three things for me, and I'm sure this help a lot people in the future, even if they don't reply to the topic.~

    

Re: Recover(red health) using a variable?

 December 15, 2022, 05:59:39 am View in topic context
 Posted by Plum  in Recover(red health) using a variable? (Started by Plum December 14, 2022, 04:17:15 am
 Board: M.U.G.E.N Development Help

Edit: Thanks for the crazy fast response time.

Still no luck on my end, would it have anything to do with me have the initial "tracking" in state 5000 since virtually every attack takes you there? Is it possibly, resetting every time--though I don't think that would affect the whole lifemax thing. I did end up changing the code to  value = ifelse( (Var(0) < 1), Var(0) ,1) on both "recover" and "stored" and still it just fills to the brim with no limit in sight. I wanted to get at least get the code to function before I tried to slap on the S.A during within the transform.

I tried the Lifemax code,(definitely saves me a lot of time compared to what I was thinking before) and the Gethitvar changes, but I still can't get the limiter to work.
    

Re: Recover(red health) using a variable?

 December 15, 2022, 04:40:20 am View in topic context
 Posted by Plum  in Recover(red health) using a variable? (Started by Plum December 14, 2022, 04:17:15 am
 Board: M.U.G.E.N Development Help

Ha, this is kinda ridiculous! In a good way.~ First off thanks, this way more than what I was expecting.
Second, the slow regen worked perfectly, I definitely plan to use that code with a squishy character soon enough.

Even after all the text I can't really get the "stored" red life to hit a wall/limit, no matter what it just kinda keeps going up until it's full again, no matter what,(I'm guessing it has something to do with the gethitvar?) not with one hit, but just in general. The code stores "all" the damage and retains it--not just a fraction or percentage,(I hope I'm not asking too much) like I was hoping for.  Also I played around with the value(s) : value = ifelse( (Var(0) < 5), Var(0) ,5) and I couldn't really find a good medium for the damage,( I might have to use fvar(s)) and I'm not really understanding how to put a "cap" on the stored health to manage "how much" is returned.

If you could dumb it down for me... that'd be awesome. ^^"
    

Recover(red health) using a variable?

 December 14, 2022, 04:17:15 am View in topic context
 Posted by Plum  in Recover(red health) using a variable? (Started by Plum December 14, 2022, 04:17:15 am
 Board: M.U.G.E.N Development Help

I have a character that transforms after a helper's value = 1 and during that time the character has super armor. I was wondering if anyone could point me in the right direction to make it so the character can recover health, essentially like the old marvel games, or something like SOR4--where a portion of health turns reds and if you do damage to P2--before getting hit again, you can recover up to certain amount of health.

I'm terrible with vars and fvars so I'm kinda of a loss on how to get started, if I understand it has something to do with using gethitvar and maintaining life or something like that, honestly var(s) and math aren't my strong suit so I'm just looking for any help I can get, since I've been struggling with it for... awhile now.
    

Re: Helper, Hitoverride trigger issue

 September 28, 2021, 05:37:39 pm View in topic context
 Posted by Plum  in Helper, Hitoverride trigger issue (Started by Plum September 24, 2021, 06:41:27 pm
 Board: M.U.G.E.N Development Help

This was perfect! I was wondering why I didn't get a notification or at least a small reply after two days. Thanks a bunch for the quick response as well, I can finally move on to something else.

Variables will never be my strong suit, no matter how often I use'em.
    

Helper, Hitoverride trigger issue

 September 24, 2021, 06:41:27 pm View in topic context
 Posted by Plum  in Helper, Hitoverride trigger issue (Started by Plum September 24, 2021, 06:41:27 pm
 Board: M.U.G.E.N Development Help

Below is the code for a helper in their "hurt state", I'm trying to get this changestate to happen only once, after the fvar has dripped below 350, but it happens every time the helper is attacked and sent to a new state. The fvar is acting as HP. and I can't change the var(52) number since the helper's existence is tied to it. So, I'm left with feeling kind of lost, being working on this for almost a week now and I can't figure out the right set up for the triggers.

[State 999, ChangeState]
type = ChangeState
triggerall = fvar(0) <=  350
trigger1 = var(52)= 300
trigger1 =  time = 1
value = 1923
    

Re: Converting a BETA stage to 1.0

 March 19, 2021, 08:31:16 pm View in topic context
 Posted by Plum  in Converting a BETA stage to 1.0 (Started by Plum March 19, 2021, 07:30:59 pm
 Board: M.U.G.E.N Development Help

Figured it out.^^"
    

Converting a BETA stage to 1.0

 March 19, 2021, 07:30:59 pm View in topic context
 Posted by Plum  in Converting a BETA stage to 1.0 (Started by Plum March 19, 2021, 07:30:59 pm
 Board: M.U.G.E.N Development Help

I was searching around for how to convert stages from M.U.G.E.N Beta to 1.0 and all I've found are answers on how to convert 1.1 to 1.0.  So, like, any kind of help would be amazing. I got really ahead of myself making a sort of /interactive/ stage and kept wondering why Stagevar didn't work until I noticed the 1.0/1.1 only part.

So now I'm in a bind,
Thanks in advance.^^"
    

Classic MVC Corner Carry & Chase

 November 01, 2020, 06:27:22 am View in topic context
 Posted by Plum  in Classic MVC Corner Carry & Chase (Started by Plum November 01, 2020, 06:27:22 am
 Board: M.U.G.E.N Development Help

https://streamable.com/mb6cde

I want to replicate what's happening above.

This is pretty much unique to MVC1; having supers that carry p2 to the corner and then they come running after them, I basically want to replicate this and while I've been reading the code and testing for a couple of days I can't seem to figure it out.
All I know for sure if that p2 is not in a custom state, and Hulk is using posset to remain still, I read a little bit and I can only guess it's coming from edgedistance and/or screenbound but I can't for the life of me figure out /how/ Hulk is able to push KFM until he hits an actual corner and then come running.

Any help on this would help me get to sleep much faster. Thanks in advance.~
    

Standing animation freeze

 August 28, 2020, 07:53:06 pm View in topic context
 Posted by Plum  in Standing animation freeze (Started by Plum August 28, 2020, 07:53:06 pm
 Board: M.U.G.E.N Development Help

I can't figure what exactly is causing animation "2" to freeze when I enter var(10) = 2, it just gets stuck on frame one, I've checked the air file and there aren't any -1 or odd ticks anywhere. It doesn't freeze for anim1 or anim0. I've tried changing the triggers and value to no avail. Any help would be greatly appreciated.


Spoiler, click to toggle visibilty