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Messages by Odb718


Re: Capcom vs SNK - W2D - W.I.P.

 September 28, 2023, 08:19:32 AM View in topic context
 Posted by Odb718  in Capcom vs SNK - W2D - W.I.P. (Started by Charles_2011 March 31, 2023, 03:19:49 AM
 Board: Projects

"Full live" or "Full life", what about the first rule? I´ll be grateful.
New Rules:
First to 3 Rounds Wins
Life Refills Each Round

^^^ Winner's Life Refills, Winner's Life Refills Each Round. It's all the same.

Re: How do I control a helper?

 September 28, 2023, 07:38:19 AM View in topic context
 Posted by Odb718  in How do I control a helper? (Started by primordialgunna September 27, 2023, 08:20:36 PM
 Board: M.U.G.E.N Development Help

Put this in the helper. It may automatically work. Otherwise you can use StateDef -2 to make explods and have the helper watch for the explods
[State 0, VelSet]
type = VelSet
trigger1 = command != "x"
x = 0
y = 0

[State 0, VelSet]
type = VelSet
triggerall = command = "x"
trigger1 = command = "hldfwd"
x = 5
y = 0

[State 0, VelSet]
type = VelSet
triggerall = command = "x"
trigger1 = command = "hldback"
x = -5
y = 0

Mortal Kombat 1 Survive bg

 September 22, 2023, 02:43:44 AM View in topic context
 Posted by Odb718  in Mortal Kombat 1 Survive bg (Started by Odb718 September 22, 2023, 02:43:44 AM
 Board: Resource Releases

I stitched this together from a few images. If anyone is interested in making an actual stage out of it, I have more screen grabs. You'd be able to get some of the bushes animated pretty easy and the takaran? moving a bit
It's a pretty large image so I've only uploaded one. LMK if youre interested in more.
Spoiler, click to toggle visibilty
Even how it is could be a still stage and it wouldn't be terrible.

Re: Projectile Clone/Reflection Code Shiyo Kakuge

 September 16, 2023, 04:28:10 AM View in topic context
 Posted by Odb718  in Projectile Clone/Reflection Code Shiyo Kakuge (Started by BurningSoul September 10, 2023, 08:31:12 PM
 Board: M.U.G.E.N Development Help

Im laying down reading sideways so....
But yeah it looks like it's doing some bit operations on the values. The creator is basically using the value(s) as a variable, and the specific numbers are being undone.
this ^^ is probably the most obvious one. If you wanted to change you know what putting a 3 will do. Something like this, 4, or any number not listed probably wont work.
  size.ground.back=800010;;<-damage hit/guard
just looking at it and guessing, it's probably doing 80 damage and 10 chip damage.

The variables they set up are commented pretty good.
Look at the hitdef(s) and see the variables used. Then scroll up and read the description(s). That hitdef can pass THAT info on with this method. Transferring a variable from p1 to p2, this is probably the best option. I _Think_ there's info in Mugen Class>Hitdef about this

Re: How do I separate character palettes

 September 14, 2023, 01:46:45 AM View in topic context
 Posted by Odb718  in How do I separate character palettes (Started by WoopWooper September 10, 2023, 04:43:34 AM
 Board: M.U.G.E.N Configuration Help

Also check palno=11 as palno= 11 and palno =11 and palno = 11 and everything you can imagine.
If the code is for palno=11 and you gut it and make the code palno=1, everything _should_ work exactly the same. If not, there's a slight chance a variable is set as/for pal 11. Then you'd have to find that and edit it. But it should still be asking about pal 11.

Making a balanced Mugen build rarely works. Even professional full games can be released with over powered characters. The good part about mugen is battling with friends and mutually deciding what needs to be edited. Me and my friends have a joke we usually tease eachother with: "That's getting edited tomorrow". Over the years 240 char slots isn't enough. 4 chun-li chars, 3 sagats, 3 Vegetas, They all stack up. But that's why youre editing the char to have the different levels of balance. Shadow Lady will destroy regular Chun-li but can have a hard time with Dark Bolt. You just have to pick who's balanced for your opponent.

Re: End of an Era (2007-2023)

 September 10, 2023, 10:43:41 AM View in topic context
 Posted by Odb718  in End of an Era (2007-2023) (Started by Ricepigeon September 10, 2023, 01:58:49 AM
 Board: M.U.G.E.N Discussion

Rice, thanks for all the help over the years. I think if creating the chars you did was weighing you down, you're right to drop that load. That's all it takes brother.
I've seen a lot of friendships break in two over the years. The responses are exactly what I'd expect to see. 99.999% of the "hate" is love towards you being snapped off and rubber-banding the other way. You saying "you dont care about the scene" any longer can feel like a slap in the face. And I know you still care, and cherish the time you put into help bringing thousands of people thousands of hours of fun. But that first "slap" can blind some people's vision.

When St. Peter is asking you about your life, enjoy the times you had break-thrus creating. Know that all the help you put out had a huge ripple through people you've never seen's day. And those people's lives being made better helped other people around them have better days. Maybe just the tiiiiiniest bit, but that's what counts. We're here to have, and create, fun. If a company sends a letter out to stop people, that's ok. Until they do, and that person disregards their concerns, and actively works to harm that company, I don't see how Pete would be disappointed. I've met the man. Cool guy.

But honestly, if you decide to come back and make a char from the ground up, I'm all for it. If you never release another char again, you can hold your head high. Which ever way you want to go, go for it. Youre super creative. You'll be able to help people out no matter which path you choose homie.

Re: I got a C&D mail from Interplay...

 September 07, 2023, 11:58:58 PM View in topic context
 Posted by Odb718  in I got a C&D mail from Interplay... (Started by Basara-kun September 05, 2023, 02:25:51 AM
 Board: All That's Left

Look up when their last trademark was registered. I'm not saying 1 thing or the other; But if they really try to come after you, you'll have something

Re: Weapons vanish/loop as helpers

 September 05, 2023, 10:33:20 AM View in topic context
 Posted by Odb718  in Weapons vanish/loop as helpers (Started by Plum September 05, 2023, 08:12:27 AM
 Board: M.U.G.E.N Development Help

you have a BindToRoot and a BindToParent. Those are probably conflicting.

trigger1 = time = 0
triggerall = numexplod(4151) = 0
You want the triggerAll above the other triggers.

[State 200, End]
type = RemoveExplod
trigger1 = parent,anim != [6001,6005]
 ; <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<Remove this space for good luck
ID = 4152

Im not exactly sure what the major issue is, but maybe add
ignorehitpause = 1
to a few things?

Re: How can I make a Buff System??????

 September 01, 2023, 07:45:28 PM View in topic context
 Posted by Odb718  in How can I make a Buff System?????? (Started by Rabano August 27, 2023, 08:50:35 PM
 Board: M.U.G.E.N Development Help

I can't find how this effect happens, its just... there.
So when I can't find something just looking through code, I go back to the AIR file. If I can't easily find the sprite(s) in the AIR file I go to the SFF.

If you find the sprite(s) in the SFF file, you can use CTRL+F in Fighter Factory 3 to search for it in the AIR file. You want to change the air file into code at the top of FF3. (Animations>Text Mode) It'll just be a wall of text. Type in 2005,0 or what ever sprite you're looking for and press enter. It should find the sprite listed in an animation. Just read the number in the [Begin Action ?] and search for that. PotS, and other creators, likes to spread the char over a few files. So make sure you check all the files listed in the def.

IF the sprite just is NOT in the SFF, then it's probably hidden in your Data> folder. My setup has the sprites in Data>sff> 
Digging through all of those sffs stinks. But obviously you can skip stuff labeled like Intro.sff or Logo.sff. Probably in System, Common, or Fight defs.

Re: How can I make a Buff System??????

 August 29, 2023, 02:57:48 AM View in topic context
 Posted by Odb718  in How can I make a Buff System?????? (Started by Rabano August 27, 2023, 08:50:35 PM
 Board: M.U.G.E.N Development Help

trigger1= !(time%8)
This doesn't seem like the best thing to me. Not when time divides evenly by 8?

For testing, comment the removeexplod and destroyself out. This way once it pops up working, you can comment it back in.
Make sure you're using DisplayToClipboard in Statedef -2. Watch your fvar 39 to make sure it's not resetting too fast.

You might be spawning a TON of helpers
[State 730, FX]
type = helper
triggerall = numhelper(2005) <=5 ;Add something like this
trigger1 = 1
stateno = 2005
ID = 2005
name = "Particles"
postype = p1
ownpal = 1

[Statedef 2005]
type = A
physics = N
movetype = I
anim = 1    ;<<<<<<<<<Make it 2005?

Re: SF3 M.Bison

 August 23, 2023, 03:20:04 AM View in topic context
 Posted by Odb718  in SF3 M.Bison (Started by inktrebuchet February 22, 2017, 08:03:32 PM
 Board: Sprite Projects

So other SF3 chars do this pose for mid/blocking. Alex uses this almost exactly the same. Ibuki is also pretty close
I'd like to see him have a more unique block like Q, but then that's a lot more work.

Remy has his left arm kinda in the spot Bison has his, but I dont think the block looks good for him. Same for Nero/Twelve's block


Re: Tag Code issues

 August 19, 2023, 09:38:57 PM View in topic context
 Posted by Odb718  in Tag Code issues (Started by BurningSoul August 14, 2023, 07:37:36 PM
 Board: M.U.G.E.N Development Help

 you have the changestate for 1251136 and/but the state for 1251118?
Everything I'm reading seems fine.

This update doesn't do much. But it's silly to keep setting the variable to 22 when it IS 22.
[State 0, Tag Out VarSet]
type = VarSet
triggerall = sysvar(3) !=  22   ;you can add this check.
trigger1 = 1
sysvar(3) =  22
ignorehitpause = 1

Still no Debug on in the video. Just stare at it and see when SysVar 3 is changing. You might have a "timer" in StateDef -2 or -3. Use ctrl+F and search for sysvar(3) until you see it loop a few times. There might be a varadd/set hiding somewhere. Btw, My preference in Fighter Factory 3 is to have "Backward" and "Circular" active on the Search bar. But you definitely want Circular active.


Re: How to stop goku's energy bar?

 August 18, 2023, 06:40:30 PM View in topic context
 Posted by Odb718  in How to stop goku's energy bar? (Started by vicneo August 16, 2023, 06:59:38 PM
 Board: M.U.G.E.N Development Help

No problem. We've all been there.
This will help you find out what all the files are for. Then you'll know that the CMD does the controls and the CNS is the "code". It's the stuff a lot of people take for granted.

This will help you out a lot with being able to track down questions you dont know you even have yet. It'll help you out a lot.

But what you want is to turn something off. We have to track it down in the code. So we can use a little bit of Reverse Engineering to find it.
Remember to turn on Debug while playing the character. You can use the PAUSE button to stop the game to be able to read all the debug info easier.
When you're doing a move that reduces the energy Pause the game. Or you can use F12 to take a picture. Write down the StateNo that reduces the value.

Then open up the CNS file and search for that number +]. So if the StateNo is 3600, search for
using CTRL+F. It should bring you right to the StateDef you're looking for.

Inside that State you'll probably come across VarSet and VarAdd.
If you're not 100% on all the stuff inside the States, you can use
to find out what everything does.

It sounds like the move SETs the VARiable to 0. Then, somewhere else in the code, it ADDs to the VARiable to bring it back to 100%. We need to track down that VarAdd but we don't know which Var number we're looking for. So we can use the states that reduce the value to figure it out.

Use Debug
Find out the State
Find the VarSer in that State in the CNS
Once you've done that, Use CTRL+F to Find
V = X
In StateDef -2. Replace the X with the variable's number you found in "State 3600"
There's a few ways of changing variables. But this is a solid way of backtracking to figure it out.

Re: How to stop goku's energy bar?

 August 17, 2023, 04:12:16 PM View in topic context
 Posted by Odb718  in How to stop goku's energy bar? (Started by vicneo August 16, 2023, 06:59:38 PM
 Board: M.U.G.E.N Development Help

Use debug. Ctrl+D will bring it up. Watch the stateno value. Go into the move to find out the number.
Inside that stateno you'll probably see a few variables be set. You might have a list of what those variables represent under [Data] [Size] [Velocity] [Movement] [Quotes]

It sounds like it gets a VarAdd to subtract it. Then in Statedef -2 or -3, it gets automatically refilled. Try to find out which Var fits all of that.
You may also want to check the ChangeState in Statedef -1, the cmd file, to see if the Triggers watch for certain Variables there.

The ssj blue kaioken move may have a variable that represents that it has been activated. You can use that variable as a trigger in the code that automatically refills the mana bar in Statedef -2, or -3.

Dig around and see what you come up with. If you're totally stuck, copy and paste the ChangeState that switches into the ssj blue kaioken and the Ultra Instinct moves.

Re: Tag Code issues

 August 15, 2023, 10:33:49 PM View in topic context
 Posted by Odb718  in Tag Code issues (Started by BurningSoul August 14, 2023, 07:37:36 PM
 Board: M.U.G.E.N Development Help

So remake that video with Debug on. If you don't have DisplayToClipboard going, set it up so all the variables you use are on screen.

One thing I do when a state isn't working properly is temporarily edit out the changestates. It's an easy way for Mugen to not error out and not do the thing you expect. It might just be going into your state and, 1 tic later, out.

Re: Adding 1 or more color slots to an existing character with already 256 slots

 August 15, 2023, 10:22:49 PM View in topic context
 Posted by Odb718  in Adding 1 or more color slots to an existing character with already 256 slots (Started by Momotaro August 12, 2023, 02:53:36 PM
 Board: M.U.G.E.N Development Help

So if you have the act files, you wont ever loose those colors. If you use my method for the palette separation you'll have the original palette with the sprite FX. You'll be able to use the act files with the FX, but NOT the main character.
With that said, it's not too hard (depending on the original palette) to reproduce the same palettes for the main character.

I see you have a discord acct on the MFG channel. I can walk you through the process over voice chat to make it easier on both of us.

It looks like the bottom of the palette is for the char and the top is for the FX. That'll help make making the character's new palettes easier.

Re: Adding 1 or more color slots to an existing character with already 256 slots

 August 12, 2023, 04:55:11 PM View in topic context
 Posted by Odb718  in Adding 1 or more color slots to an existing character with already 256 slots (Started by Momotaro August 12, 2023, 02:53:36 PM
 Board: M.U.G.E.N Development Help

What mugen build is this for? If it's for 1.0 or higher, I'd make a palette just for the Main Character. Unless you feel that there are some FX that have to match/change the palette based off the char.

It's not an overly complex task, just kinda time consuming. You'd basically reconstruct the SFF. It's not too hard using Fighter factory 3.
But yeah, I've done it for most of my characters.

I'll write out the step by step if you're willing to spend the 1 to 2h to do it.

Re: Whenever I add characters the game crashes

 August 12, 2023, 04:50:12 PM View in topic context
 Posted by Odb718  in Whenever I add characters the game crashes (Started by treeslayer1000 August 11, 2023, 09:35:26 AM
 Board: M.U.G.E.N Development Help

Could not open file: ../../data/MKP/

So in your Mugen folder, there's a folder named Data. Open that and then look for MKP Folder, then find the file
The error is saying you don't have that file, so you gotta track it down and copy it. You'll have to make the MKP folder and put it in there.

Re: N00BSaibot718 - Custom Noob Saibot WIP POLL UPDATE

 August 09, 2023, 02:33:04 PM View in topic context
 Posted by Odb718  in N00BSaibot718 - Custom Noob Saibot WIP POLL UPDATE (Started by Odb718 July 21, 2016, 12:51:24 PM
 Board: Projects

Bump from the NetherRealm. I've squashed the bug with the disabler into the clone attacks. All of the Ultra's I've been working on for more than the last year have all been crap. BUT

This one is becoming fun. I don't know why going into the upkick only gets you 17 hits vs slide to upkick gets you 18. I can't see a reason how/why.
The FX aren't final but they're good enough to show here.

Im trying to decide if the black hole should spin faster or slower.
A LOT of mugen chars in my roster that have multi-fireball ultras are usually spitting out 18. So that's what I'm going with for Noob.

The lack of pause at the end of the Ultra is for testing so I don't have to keep waiting. Noob will be neutral after the ultra, maybe positive 1 or 2 frames.

The Akuma drop ultra is out.

I might release Noob after these last few edits. I'm not sure if he'll get a 4th Ultra. I may make his multiple holes ultra be able to be done in the air.

Re: Spritesheet Expansion Thread

 August 03, 2023, 12:43:47 PM View in topic context
 Posted by Odb718  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 AM
 Board: Sprite Projects

I'm stealing that so hard Scramble!
I considered editing your post so the gif was only in this post lol. That's how hard Im stealing this :P
 I've had an edited Chun Li for a long while now. The edits are so small that I can't see myself releasing it. But I think this has given me some inspiration to work more on her to make her more Mugen-ized.
Maybe something like
And she'll go EX and swap sides, and you can keep repeating it as long as you have 500 power to spend. Make it cancel into ultras....