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Re: Inspirations/Conversion Issue

 March 16, 2020, 03:22:40 AM View in topic context
avatar  Posted by SNEAKYTING  in Inspirations/Conversion Issue (Started by SNEAKYTING March 15, 2020, 08:12:56 AM
 Board: M.U.G.E.N Development Help

The main piece of advice I can give you is to describe your problems and how they should be working.
You have to imagine we are totally in the dark about the 2 characters you are referring to.
Giving moves attributes should always be a possibility. Excluding making new sprites, this is something we can help you do. But you have to describe what each thing you want to change DOES and how it should act.

I'm going to imagine 90% of this move comes from the Helper. But you didn't actually post the code.

What code? Also, I literally showed you the exact state from said characters. I was trying to change that Super I showed You via "Steamable" starting with triggering a Hyper Portrait which leads to a MVC2 background as Koishi releases a expanding projectile of Hearts around Her just like Walkure's Projectile Super that I mentioned. I hope this should be enough to describe it. If not then I'll try to have someone else help me.
    

CPS2/MVC Koishi sprite sheets?

 March 15, 2020, 11:57:04 AM View in topic context
avatar  Posted by SNEAKYTING  in CPS2/MVC Koishi sprite sheets? (Started by SNEAKYTING March 15, 2020, 11:57:04 AM
 Board: Development Resources

I was wondering if if possible to make CPS2 sprite sheets of Touhou Project characters, I Not really as good as most talents artist are as I was only able to make Knight Roll sprites considering that she a bit easier to make. If someone know how to make a better CPS2 sprite-sheet, please message me or PM me in "Mugen Guild"? I'm at least trying to make a CPS2 version of Koishi with her MVC2 portrait.
    

Inspirations/Conversion Issue

 March 15, 2020, 08:12:56 AM View in topic context
avatar  Posted by SNEAKYTING  in Inspirations/Conversion Issue (Started by SNEAKYTING March 15, 2020, 08:12:56 AM
 Board: M.U.G.E.N Development Help

I've been having trouble converting one of OGGY's Walkure Super called "saikuron" into a MVC Hyper for "MVC2 Koishi"(from Touhou Project).
Here's one of Walkure's moves that I'm talking about.
https://streamable.com/qwrkx
This is what Walkure's state looks like...

[Statedef 8031]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
anim = 8031
ctrl = 0
sprpriority = 2



[State -2, ’´•KŽE‹Z”­“®‚ÌŽžŠÔ’âŽ~]
type = SuperPause
trigger1 = AnimElem = 4
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000





[State -2, ‰¹‚ð–‚炷]
type = PlaySnd
trigger1 = AnimElem = 5
value = 931,0
channel = 4





[State 8031]
type = Helper
trigger1 = AnimElem = 5
ID = 8033
stateno = 8033
name = "saikuron"
sprpriority = 7
pos = -0,-100
postype = p1
facing = 1 
helpertype = normal
keyctrl = 0
ownpal = 1
size.xscale = 0.5
size.yscale = 0.5



[State -2, ƒXƒe[ƒg•ÏX]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

And this is what MugenFan98's MVC2 states Looks like...

[Statedef 3000]
type = S
movetype= A
physics = N
ctrl = 0
anim = 3000
sprpriority = 3
velset = 0,0

[State 3000, Explod]
type = Explod
trigger1 = time = 0
anim = 8300
id = 8300
supermove = 1
sprpriority = 4
ownpal = 1

[State 3000, VarSet]
type = VarSet
trigger1 = animelem = 2
var(4) = 1

[State 3000, Helper]
type = Helper
trigger1 = animelem = 2
stateno = 8500
supermovetime = 99999999
pos = ceil(30*const(size.xscale)),ceil(-25*const(size.yscale))
ownpal = 1
id = 8500

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 36
movetime = 36
darken = 0
anim = -1
p2defmul = 1
poweradd = -1000

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 5 || animelem = 13 || animelem = 21
value = S0, 5

[State 3000, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 5

[State 3000, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 3000, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
x = 10

[State 3000, 4]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 0, VelMul]
type = VelMul
trigger1 = time > 46
x = 1

[State 3000, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 6 || animelem = 14 || animelem = 22
trigger1 = p2bodydist X < 40
attr = S, SA
animtype  = Hard
damage    = 90, 4
priority  = 5
guardflag = MA
pausetime = 15,15
sparkno = S8002
guard.sparkno = S8050
sparkxy = -10, -65* const(size.yscale)
hitsound = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 17
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1

[State 3000, 6]
type = PosAdd
trigger1 = AnimElem = 9
x = -5

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 31
var(4) = 0

[State 3002, Helper]
type = Helper
trigger1 = time = 0
stateno = 8200

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 0]
type = S
physics = S
sprpriority = 0
velset = 0,0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 0 && anim != 5
trigger2 = anim = 5 && animtime = 0
value = 0

I've tried so many different ways to convert it but I end up having errors or having the Hyper/Super bug out and not work properly. If You think there's a way to convert it to a Hyper for MVC2 template, I would appreciate Your advice/tips.
    

Re: MVC template Super Jumping adjustment

 January 04, 2020, 12:46:34 AM View in topic context
avatar  Posted by SNEAKYTING  in MVC template Super Jumping adjustment (Started by SNEAKYTING January 02, 2020, 03:34:40 PM
 Board: M.U.G.E.N Development Help

I feel like I'm getting conflicting info.
Blade and Magma jump way above the screen. Roll ends her's right above the screen.
But you make it seem like you're editing Blade, and want it to go higher, but at the same time you want it to work like Roll's jump.

Why can't you adjust the VelSet or VelAdd in those states?

I did not edited Blade. That's how his Super Jump was from PizzaHighFive's "Marvel vs. Capcom: Maximum". Also, I tried but I'll try again. Sorry about that.
    

MVC template Super Jumping adjustment

 January 02, 2020, 03:34:40 PM View in topic context
avatar  Posted by SNEAKYTING  in MVC template Super Jumping adjustment (Started by SNEAKYTING January 02, 2020, 03:34:40 PM
 Board: M.U.G.E.N Development Help

I somehow cannot get the character to Super Jump higher, nor get the Character to Super Jump forwards & Backwards in a better/proper speed & momentum. I tried adding in the Super Jumping state alone. But that doesn't seem to work because in the template I'm using, the Super Jump is located in [State 45] and/or [State 50] rather than as a separate state number.
https://streamable.com/ebuz1
Here's an example of a character that has a better Super Jumping height and momentum that uses the same state numbers.
https://streamable.com/8ul0p
But since this is MVC1, is should be more like this if I'm not mistaken.
https://streamable.com/v4y68
Also I cannot get the Pre-Walking state to work properly because every time no matter where I moved to, my character retrieves back to the same spot when the round starts.
If there's a better way of adjusting the Super Jump and/or fixing the minor Pre-Walking state problem, please let me know. Thank you.
    

Re: How do I fix the MVC1 dash bug?

 December 24, 2019, 11:39:53 PM View in topic context
avatar  Posted by SNEAKYTING  in How do I fix the MVC1 dash bug? (Started by SNEAKYTING December 20, 2019, 12:28:40 AM
 Board: M.U.G.E.N Development Help

Thank you so much. I got it working now, but not the Backwards Dash Cancel, though. Also, for a bonus/optional question is it possible to make a character shoot a projectile & it's hit box as a Helper like Silver Samurai's Shurien or Oliver's Metal Blade while having each command shoot upwards, straight & downwards on ground and in air like Iceman(Children Of The Atom Variant).

For backwards dash cancel, put this into the command chagestate of 105 (backward dash)

Code:
trigger1 = (command = "holdback2" && command = "recovery")

Don´t forget to add this command

Code:
[Command]
name = "holdback2"
command = /B
time = 1

The recovery one is this one.. add it, or change it for the one you have it:

Code:
[Command]
name = "recovery"
command = x+y
time = 1
[Command]
name = "recovery"
command = y+x
time = 1
[Command]
name = "recovery"
command = y+z
time = 1

EDIT: posicionate the dash backward command after the special attacks... and BEFORE the dash fwd, throws and normal attacks, like this:

Code:
[b]SPECIAL ATTACKS[/b]
[State -1]
type = ChangeState
value = 1230
triggerall = roundstate = 2 && !var(59) && var(6) < 2
triggerall = command = "236_c"
triggerall = !numprojid(6000)
triggerall = pos y < -15
trigger1 = statetype = A && ctrl
trigger2 = stateno = 600
trigger3 = stateno = 610
trigger4 = stateno = 620
trigger5 = stateno = 630
trigger6 = stateno = 640
trigger7 = stateno = 650
trigger8 = stateno = 700
trigger9 = stateno = 660

[b]DASH BACKWARD[/b]
[State -1]
type = ChangeState
value = 105
triggerall = roundstate = 2 && !var(59)
trigger1 = (command = "holdback2" && command = "recovery") || (StateType != A && command = "BB")
trigger1 = statetype = S && ctrl

[b]DASH FWD[/b]
[State -1]
type = ChangeState
value = 100
triggerall = roundstate = 2 && !var(59)
trigger1 = (command = "recovery") || (StateType != A && command = "FF")
trigger1 = statetype = S && ctrl

 
[b]THROWS[/b]
[State -1]
type = ChangeState
value = 900
triggerall = roundstate = 2 && !var(59)
trigger1 = command = "z" && (command = "holdfwd" || command = "holdback")
trigger1 = p2bodydist x < 10 && p2statetype != A && p2movetype != h
trigger1 = statetype = S && ctrl

; “Š‚°2
[State -1]
type = ChangeState
value = 910
triggerall = roundstate = 2 && !var(59)
trigger1 = command = "c" && (command = "holdfwd" || command = "holdback")
trigger1 = p2bodydist x < 10 && p2statetype != A && p2movetype != h
trigger1 = statetype = S && ctrl

; ‹ó’†“Š‚°
[State -1]
type = ChangeState
value = 920
triggerall = roundstate = 2 && !var(59)
trigger1 = command = "z" && (command = "holdfwd" || command = "holdback")
trigger1 = p2bodydist x < 15 && abs(p2bodydist y) < 15 && p2statetype != A && p2movetype != h
trigger1 = statetype = A && ctrl
 
[b]NORMAL ATTACK[/b]
[State -1]
type = ChangeState
value = 221
triggerall = roundstate = 2 && !var(59)
triggerall = command = "z" && command = "holdfwd" && command != "holddown"
trigger1 = statetype = S && ctrl
trigger2 = stateno = 200 && movecontact
trigger3 = stateno = 210 && movecontact
trigger4 = stateno = 230 && movecontact
trigger5 = stateno = 240 && movecontact
trigger6 = stateno = 400 && movecontact
trigger7 = stateno = 410 && movecontact
trigger8 = stateno = 430 && movecontact
trigger9 = stateno = 440 && movecontact

Try downloading the last akuma that I upload it and check how I coded all the dash move, should help you out.
Follow all the cns, cmd and air steps.

I tried, yet, now when I hold back & press Y+Z, He dashes forward. Plus, the character template doesn't even have a [State 221], unless if that's just an example, but still, thanks for the advice on coding.
    

Re: How do I fix the MVC1 dash bug?

 December 23, 2019, 11:14:47 PM View in topic context
avatar  Posted by SNEAKYTING  in How do I fix the MVC1 dash bug? (Started by SNEAKYTING December 20, 2019, 12:28:40 AM
 Board: M.U.G.E.N Development Help

Thank you so much. I got it working now, but not the Backwards Dash Cancel, though. Also, for a bonus/optional question is it possible to make a character shoot a projectile & it's hit box as a Helper like Silver Samurai's Shurien or Oliver's Metal Blade while having each command shoot upwards, straight & downwards on ground and in air like Iceman(Children Of The Atom Variant).
    

Re: How do I fix the MVC1 dash bug?

 December 23, 2019, 10:11:24 PM View in topic context
avatar  Posted by SNEAKYTING  in How do I fix the MVC1 dash bug? (Started by SNEAKYTING December 20, 2019, 12:28:40 AM
 Board: M.U.G.E.N Development Help

Usually if I have a move I need to "break out" of, I'll put the changestates inside the state. Instead of the cmd, I just put it at the bottom like any other changestate.

But if you don't limit when the move can be activated in the cmd, like Cyanide said, the AI is going to have a field day with it. Your
trigger2 = (command = "xyz") && (command != "holdback")
is the only problem I see.

How/Why do you want the BB/FF commands to be different than the XYZ?

I thought having 2 punch buttons as a shortcut for dashing was a thing in Marvel vs. Capcom games, especially MVC1 & MVC2. Is there an alternative to replace that command, "trigger2 = (command = "xyz") && (command != "holdback")"?
    

MVC1 Knight Roll: W.I.P. Sprite-sheet

 December 23, 2019, 08:23:43 AM View in topic context
avatar  Posted by SNEAKYTING  in MVC1 Knight Roll: W.I.P. Sprite-sheet (Started by SNEAKYTING December 23, 2019, 08:23:43 AM
 Board: Sprite Projects

As you can see here and In case if you're curious, I'm working on an MVC1 style capcom character, Knight Roll(from "Megaman Powered-Up"/"Rockman! Rockman!") for MUGEN and one of the reason is that her Knight costume is one of my favorites beside Her "Megaman/Rockman 8" costume. But don't worry, She's not going to be a cheap clone of Arthur nor Megaman as She's gonna have Her unique, assuming and/or unexpected special moves & Hyper Combos. These are my W.I.P. sprites for Knight Roll. This is also my very first time making a full sprite-sheet of any character as I'm new to making pixel art like this. Plus, because I'm also new to making any MUGEN character even after watching tutorial videos from a Youtuber, Ryon and have been giving a template from Gladiacloud(which I'm experimenting with the states/commands so I can get use better at coding in a character, this may take a while(months) for me to finish making this character for MUGEN. Also, Tell me what do you think the sprites that are based off of "Robot Master Mayhem"? Please let me know, I appreciate it. It literally took me a week for this, but that's just the beginning. Shout-Outs to Gladiacloud for sending me helping me learn about his template.

    

Re: How do I fix the MVC1 dash bug?

 December 23, 2019, 08:09:50 AM View in topic context
avatar  Posted by SNEAKYTING  in How do I fix the MVC1 dash bug? (Started by SNEAKYTING December 20, 2019, 12:28:40 AM
 Board: M.U.G.E.N Development Help

Hey, Sneakything:

Quote
[statedef 100]
type    = s
movetype= a
physics = n
ctrl = 1 <-------------- set ctrl to "0"
anim = 100
sprpriority = 1

Thanks for the small help, but I can't crouch to cancel the full dash, though.
    

How do I fix the MVC1 dash bug?

 December 20, 2019, 12:28:40 AM View in topic context
avatar  Posted by SNEAKYTING  in How do I fix the MVC1 dash bug? (Started by SNEAKYTING December 20, 2019, 12:28:40 AM
 Board: M.U.G.E.N Development Help

I'm having trouble editing the character template's dashing. I tried to map It to make it where when you hop or dash forward by pressing 2 Punch buttons then press down to cancel and repeat. When I do that "Dash & Crouch" trick, the character flies or all over the place as I can constantly press the Dash shortcut buttons as many times as I want without crouching and when you use the 2 Punch buttons as a Dash Shortcut during the character's throw, it will cancel out it's own throw, causing the opponent get stuck in an endless loop.
https://streamable.com/xgb3t
And that template uses  the JinKazama's dash coding, too where it should've been more like this...
https://streamable.com/f5udt
This...
https://streamable.com/99h90
And this where they can dash and properly cancel by prressing down and not interrupting their throws nor flying around.
https://streamable.com/c72nf
These are the codes that I inserted in the commands.

[command]
name = "xyz"
command = x+y
time = 8

[command]
name = "xyz"
command = x+z
time = 8

[command]
name = "xyz"
command = y+z
time = 8
;--------------------------------------------------------
;Run Fwd
;ƒ_ƒbƒvƒ…
[state -1, run Fwd]
type = changestate
value = 100 + (2*(statetype = a))
trigger1 = (command = "FF") && (stateno !=[100,106]) && (var(2) = 0)
trigger1 = ctrl
trigger2 = (command = "xyz") && (command != "holdback")

;---------------------------------------------------------------------------
;run back
;œã‘þƒ_ƒbƒvƒ…
[state -1, run back]
type = changestate
value = 105
trigger1 = command = "BB"
trigger1 = (statetype = s) && (stateno !=[100,106])
trigger1 = ctrl
trigger2 = (command = "xyz") && (command = "holdback")


[statedef 100]
type    = s
movetype= a
physics = n
ctrl = 1
anim = 100
sprpriority = 1

[state 100, 1]
type = velset
trigger1 = time = 0
x = 7

[state 192, 2]
type = playsnd
trigger1 = animelem = 5
value = 0, 17

[state 100, 4]
type = explod
trigger1 = time = 4
id = 100
anim = 6014
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 5
persistent = 0
removeongethit = 1

;flame
[State 10, 1]
type = Explod
trigger1 = animelem = 1
;trigger2 = anim = 20
Removeongethit = 1
pos = 0,-80
removetime = 24
anim = 102
postype = p1
bindtime = -1
sprpriority = -5
persistent = 0
scale = 1.5,1
id = 111

[state 100, 5]
type = assertspecial
trigger1 = 1
flag = nowalk

[state 100, 6]
type = playsnd
trigger1 = animelem = 1
value = 0,27

[state 100, 7]
type = changestate
trigger1 = time = 25
value = 101

;------------------------
; Dash Forward (land)
[statedef 101]
type    = s
physics = s
velset = 3,0
ctrl = 0
anim = 101

[state 101, 2]
type = makedust
trigger1 = animelem = 2
pos = 0,0
spacing = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,16

[state 100, 7]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Dash Forward
[statedef 102]
type    = A
movetype= a
physics = n
ctrl = 1
anim = 100
sprpriority = 1

[state 100, 1]
type = velset
trigger1 = time = 0
x = 7

[state 192, 2]
type = playsnd
trigger1 = animelem = 5
value = 0, 17

[state 100, 4]
type = explod
trigger1 = time = 4
id = 100
anim = 6014
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 5
persistent = 0
removeongethit = 1

;flame
[State 10, 1]
type = Explod
trigger1 = animelem = 1
;trigger2 = anim = 20
Removeongethit = 1
pos = 0,-80
removetime = 24
anim = 102
postype = p1
bindtime = -1
sprpriority = -5
persistent = 0
scale = 1.5,1
id = 112

[state 100, 5]
type = assertspecial
trigger1 = 1
flag = nowalk

[state 100, 6]
type = playsnd
trigger1 = animelem = 1
value = 0,27

[state 100, 7]
type = changestate
trigger1 = time = 25
value = 460

[state 50, 12]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y > 0
value = 460

;---------------------------------------------------------
; Dash back
[statedef 105]
type    = s
movetype= a
physics = n
ctrl = 0
anim = 105
sprpriority = 1

[state 100, 1]
type = velset
trigger1 = time = 0
x = -14

[state 105, 1]
type = velset
trigger1 = time = 0
x = const(velocity.run.back.x)

[state 105, 4]
type = assertspecial
trigger1 = 1
flag = nowalk

[State 105,5]
type = AssertSpecial
trigger1 = 1
flag = Nocrouchguard

[State 105,5]
type = AssertSpecial
trigger1 = 1
flag = Nostandguard

[state 105, 5]
type = playsnd
trigger1 = animelem = 1
value = 0,17
channel = 0

;flame
[State 10, 1]
type = Explod
trigger1 = animelem = 1
;trigger2 = anim = 20
Removeongethit = 1
pos = -10,-80
removetime = 13
anim = 107
postype = p1
bindtime = -1
sprpriority = -5
persistent = 0

[state 105, 6]
type = changestate
trigger1 = time = 25
value = 106

;---------------------------------------------------------
; Dash back (land)
[statedef 106]
type    = s
physics = s
ctrl = 0
anim = 106

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,16

[state 106, 3]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

So is there a way to help me fix those states/commands so that way the character can either dash forward or hop forward properly without causing bugs like interrupting throws and flying through floors? If not, Is it Okay for me to borrow Mouser's Dashing code or would that be out of character by MVC1 standards?
    

Re: Issue: Cannot code in an "Early Walking State".

 December 18, 2019, 03:47:57 PM View in topic context
avatar  Posted by SNEAKYTING  in Issue: Cannot code in an "Early Walking State". (Started by SNEAKYTING December 18, 2019, 11:27:25 AM
 Board: M.U.G.E.N Development Help

That would just prevent intros from occurring as a whole as characters are in state 0 during the post-intro phase of roundstate 1 anyway.

Well, in that case, why not make state 190 go straight to state 0 after finishing its anim? animtime = 0 with ctrl = 0?
Would that work?

Could you give me an example of said code/state? I've seen some MVC characters with seperate states where they code in the early walking animation & movement speed at "[State 21]" like Beximus' Sodom or Devilotte & any of REDHOT's MVC2 characters.
    

Issue: Cannot code in an "Early Walking State".

 December 18, 2019, 11:27:25 AM View in topic context
avatar  Posted by SNEAKYTING  in Issue: Cannot code in an "Early Walking State". (Started by SNEAKYTING December 18, 2019, 11:27:25 AM
 Board: M.U.G.E.N Development Help

I'm having trouble trying to get my MVC character to slowly walk early before the round starts. Is there a way how I can code that in, properly so my MVC character can slowly walk early before the match starts just like an actual Marvel vs. Capcom game? I tried borrowing codes from other existing MVC characters but that does not help either & the template that I'm using does not including a early walking state before the match starts.
    

Re: Most accurate MVC1 Template Available?

 December 13, 2019, 09:03:53 PM View in topic context
avatar  Posted by SNEAKYTING  in Most accurate MVC1 Template Available? (Started by SNEAKYTING December 13, 2019, 10:05:07 AM
 Board: Development

If you're going for accuracy make your own, you can re-use it later for more chars.

Alright. But how? Import missing sprites from other MVC1 characters like the slashing effect or the laser blast effect for example? Plus I'm a beginner so I honestly don't know how to code in counters, Tech Hits and/or Delay Hyper Combos. Not even normal Hyper Combos. The only thing I'm good at so far is coming up with different punches, kicks, launchers, intermediate projectiles & Advancing Guards.
    

Most accurate MVC1 Template Available?

 December 13, 2019, 10:05:07 AM View in topic context
avatar  Posted by SNEAKYTING  in Most accurate MVC1 Template Available? (Started by SNEAKYTING December 13, 2019, 10:05:07 AM
 Board: Development

I've just started working on a sprite-sheet for "Knight Roll" from "Megaman Powered-Up/Rockman! Rockman!" and afterwards, I'm going to give Knight Roll her MVC1 styled gameplay. But the problem is there are so many MVC templates as some of them are not remotely accurate by MVC1's standards. I was wondering if someone like "O Ilusionista", "Gladiacloud" or anyone Professionals can find me the best and most accurate MVC1 template that already that is easy to use so I don't have to manually add in Advancing Guard, Tech Hit, Recovery Roll(No pun intended) & Counter, nor editing the special effects to match the MVC1 arcade standards. I would appreciate your help. Just for an optional question. Is it possible for me to add a DHC feature in an MVC1 template?
    

Trouble Adding sprites for existing character

 November 16, 2019, 11:07:04 PM View in topic context
avatar  Posted by SNEAKYTING  in Trouble Adding sprites for existing character (Started by SNEAKYTING November 16, 2019, 11:07:04 PM
 Board: M.U.G.E.N Development Help

I'm trying to give my edit of Roll a new Hyper Combo where she morphs her hands into her "Roll Busters", shoots 2 power projectiles and then shoots out a heart projectile like in this video.
But the issue I'm struggling is that when I edit the sprites and add them in I get an error message that involves corrupting the ".sff" file. Is there a way how I can add my edited sprites in a file for an existing character? I would appreciate your advice.
    

Re: Editing Roll Bugs/Issues

 November 16, 2019, 01:30:33 AM View in topic context
avatar  Posted by SNEAKYTING  in Editing Roll Bugs/Issues (Started by SNEAKYTING November 14, 2019, 10:02:46 AM
 Board: M.U.G.E.N Development Help

    

Re: Editing Roll Bugs/Issues

 November 14, 2019, 09:58:14 PM View in topic context
avatar  Posted by SNEAKYTING  in Editing Roll Bugs/Issues (Started by SNEAKYTING November 14, 2019, 10:02:46 AM
 Board: M.U.G.E.N Development Help

When the projectile hits the enemy, it puts him in state 700.

Post the code for state 700, I suppose that it may be sloppy and it forces KFM to play the wrong animation

Thanks, I got it working properly now.
    

Editing Roll Bugs/Issues

 November 14, 2019, 10:02:46 AM View in topic context
avatar  Posted by SNEAKYTING  in Editing Roll Bugs/Issues (Started by SNEAKYTING November 14, 2019, 10:02:46 AM
 Board: M.U.G.E.N Development Help

I was making my own edit of Roll so PizzahighFive can add her in his game, "Marvel vs. Capcom: Maximum", after giving my edit of his version Silver Samurai an official Seal of Approval. While editing Roll I was replacing Her "Standing High Punch" & Her "Aerial High Punch" with Rockman's/Megaman's charge shot. When Did that the result I get is very questionable, When her projectile hits the opponent, Kung Fu Man, he takes no damage and never flinches but instead taunts by random. Am I doing something wrong?
 
Here are the codes I put in for value 250, Roll's edited Standing High punch.
[Statedef 250]
type    = S
movetype= A
physics = S
poweradd= 65
ctrl = 0
anim = 250
sprpriority = 2

[State 220, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 0,5
volume = 40

[State 240, 6]
type = PosSet
trigger1 = (PrevStateNo = 100) || (PrevStateNo = 105)
y = 0

[State 220, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 3,13
volume = 255
volumescale = 255
channel = 0

[State 220, VelSet]
type = VelSet
trigger1 = time = 0
trigger1 = prevstateno = 20
x = 0

[State 220, Explod]
type = Explod
trigger1 = abs(vel x) > 1 && time % 3 = 0
anim = 8200
scale = 2,2
pos = -20,0
sprpriority = 4
ownpal = 1

[State 250, 4]
type = HitDef
trigger1 = Time = 0
attr = S,NA
hitflag  = MAFD
guardflag = MA
animtype = Up
air.animtype = Up
damage = 65,0
getpower = 50,0
givepower = 20,0
pausetime = 9,7
guard.pausetime = 9,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-45
hitsound = -1
guardsound = S6+var(49),0
ground.type = High
ground.slidetime = 16
ground.hittime = 18
air.hittime = 18
guard.hittime = 17
yaccel = 1.06
ground.velocity = 0,-15.4
guard.velocity = -14
guard.cornerpush.veloff = -18
ground.cornerpush.veloff = 0
air.velocity = 0,-15.4
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -1
fall = 1
fall.recover = 0
id = 1

[state 200, 1]
type = playsnd
triggerall = hitcount = 1
trigger1 = movehit
value = s5+var(49),2
channel = 6
volume = 200
volumescale = 200
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8000, 32004)
postype = p1
pos = Floor(P2Dist X - 10), Floor(P2Dist Y - 45)
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 420, Explod]
type = Explod
trigger1 = movehit
anim = 8020
pos = 60, -19
ontop = 1
supermove = 1
ignorehitpause = 1
persistent = 0
scale = 0.5,0.5
ownpal = 1
facing = 1

[State 8411, puntets]
type = explod
trigger1 = movehit
anim = 8007
postype = p2
pos = 0,-50
sprpriority = 4
facing = 1
persistent = 0
supermove = 1
ownpal = 1
scale = 0.6,0.6
vfacing = 1

[State 250, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

And Here are the codes for 620, Roll's edited Aerial High Punch.
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 65
ctrl = 0
anim = 1010
sprpriority = 2
hitcountpersist = 1

[State 620, 1]
type = Explod
trigger1 = Time = 9
anim = 1001
id = 411
postype = p1
pos = 0,0
ownpal = 1
bindtime = -1
sprpriority = 5
persistent = 0
removeongethit = 1

[State 620,2]
type = Projectile
trigger1 = time = 11 && prevstateno != [400,425]
offset = 0, 0
projanim = 1002
projhitanim = 1003
projsprpriority = 3
projscale = .83,1.07
velocity = 6.5,0
projheightbound = -480, 0
projedgebound = 4000
projscreenbound = 4000
accel = 0, 0
attr = A, NA
damage    = 40
hitflag = MAFP
guardflag = MA
priority = 3
pausetime = 4,7
sparkno = S8002
guard.sparkno = S8050
sparkxy = 0,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18
air.hittime = 6
airguard.velocity = -7, -1
ground.velocity = -10.5
yaccel = 0.7
air.velocity = -8,4
air.fall = 0
p2stateno = 700

[State 620,2]
type = Projectile
trigger1 = time = 11 && (prevstateno = [400,425]) && var(6) = 1
offset = 0, 0
projanim = 1002
projhitanim = 1003
projsprpriority = 3
projscale = .83,1.07
velocity = 6.5,0
projheightbound = -480, 0
projedgebound = 4000
projscreenbound = 4000
accel = 0, 0
attr = A, NA
damage    = 40
hitflag = MAFP
guardflag = MA
priority = 3
pausetime = 4,4
sparkno = S8002
guard.sparkno = S8050
sparkxy = 0,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18
air.hittime = 6
airguard.velocity = -7, -1
ground.velocity = -10.5
yaccel = 0.5
air.velocity = -16,8
air.fall = 0
fall.envshake.time = 10
p2stateno = 715

[State 620,2]
type = Projectile
trigger1 = time = 11 && (prevstateno = [400,425]) && var(6) = 0
offset = 0, 0
projanim = 1002
projhitanim = 1003
projsprpriority = 3
projscale = .83,1.07
velocity = 6.5,0
projheightbound = -480, 0
projedgebound = 4000
projscreenbound = 4000
accel = 0, 0
attr = A, NA
damage    = 40
hitflag = MAFP
guardflag = MA
priority = 3
pausetime = 4,4
sparkno = S8002
guard.sparkno = S8050
sparkxy = 0,0
hitsound   = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18
air.hittime = 6
airguard.velocity = -7, -1
ground.velocity = -10.5
yaccel = 0.7
air.velocity = -8,4
air.fall = 0
p2stateno = 700

[State 410, 3]
type = varset
trigger1 = (prevstateno = [400,425]) && var(6) = 1 && projhit = 1
v = 9
value = 1
persistent = 0

[State 706, 5]
type = Helper
trigger1 = numhelper(708) = 0 && (prevstateno = [400,425]) && var(6) = 1 && projhit = 1
name = "Scroll Screen"
id = 708
stateno = 708
postype = p1
pos = 50, 0
bindtime = -1

[state 410,3]
type = varset
trigger1 = time = 0
v = 1
value = 0

[state 410,9]
type = playsnd
trigger1 = time = 11
value = 4,0
volume = 255
volumescale = 255
channel = 7

[state 410,10]
type = playsnd
trigger1 = time = 2
value = 10,1
volume = 255
volumescale = 255

[State 91, VelAdd]
type = VelAdd
trigger1 = floor (pos Y < -155)
y= - 0.16

[state 425,6]
type = changestate
triggerall = anim = 410
triggerall = floor (pos Y < -155)
trigger1 = animelem = 7
value = 1211
ctrl = 1


I tried different ways and I somehow get the same results.
If any knows how to fix these issues/errors. I would appreciate your help and maybe credit you in the "readme.txt" file for my MVC Maximum edit of Roll.
    

Re: Editing MVC2 Code Help

 November 14, 2019, 03:53:55 AM View in topic context
avatar  Posted by SNEAKYTING  in Editing MVC2 Code Help (Started by SNEAKYTING April 02, 2019, 12:32:50 AM
 Board: M.U.G.E.N Development Help

Those just seem like they'll be basic helpers.
You need the fly in, land, "shoot" fly out. AND for each of those you need hit reactions.
So you 'd make the states and in those states you'd do a hitoverride and send it to the hit reaction state you make for the helper(s).


Does the hyper combo problem have anything to do with the push block? Use ctrl+D to find out the exact state no and anim no that's being looped. Then look through that state to see if anything's odd. Look at the changestate(s) and changeanim. that sort of thing.

Do assist characters require their own file? what kind of file? Also I found it and when I tried to change the state and anim and it still did not work.

; test Bomb
[Statedef 4000]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4000

[State 4000, Explod]
type = Explod
trigger1 = time = 0
anim = 8300
id = 8300
supermove = 1
sprpriority = 4
ownpal = 1

[State 4000, VarSet]
type = VarSet
trigger1 = animelem = 4
var(4) = 1

[State 4000, Helper]
type = Helper
trigger1 = animelem = 4
stateno = 8500
supermovetime = 99999999
pos = ceil(30*const(size.xscale)),ceil(-25*const(size.yscale))
ownpal = 1
id = 8500

[State 3000, SuperPause]
type = SuperPause
trigger1 = animelem = 4
time = 36
movetime = 36
darken = 0
anim = -1
p2defmul = 1
poweradd = -1000

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 4005
ctrl = 0

;---------------------------------------------------------------------------
; Test Bomb (Attack)
[Statedef 4005]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4005
sprpriority = 3
velset = 0,0

[State 0, VelAdd]
type = VelAdd
trigger1 = Time > 1
y = 0.02

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S3500,0
channel = 0


[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal
name = "Hyper 2"  ;Bubble
ID =  2505
stateno = 2505
pos = 7,-37
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=0.75
size.yscale=0.75

[State 0, ChangeState]
type = ChangeState
trigger1 = Time = 120
trigger2 = time>5 && Pos Y >=0
value = 50
ctrl = 0


;----------------------------------------------------------
;Cute Test HELPER
[Statedef 2505]
type    = A
movetype= A
ctrl = 0
anim = 4030
velset = 6,0
sprpriority = 50

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, HitOverride]
type=hitoverride
trigger1= 1
time=-1
attr=SCA,AA,AP,AT
stateno=2505
ignorehitpause=1



[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 1005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,HA,NT,ST,HT,NA
time = -1
ignorehitpause=1

[State 0, HitDef]
type = HitDef
;trigger1 = var(31)
trigger1 = !time;(gametime%3)
attr = A,SP
hitflag = MAFD
guardflag = MA
animtype = Heavy
air.animtype = Heavy
damage = 25,5
pausetime = 3,9
hitsound = S5,5
guardsound = S6,0
sparkno = S8203
sparkxy = 0,0
guard.sparkno = S8050
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=-7
air.type=Low
air.hittime=16
air.velocity=-5,-7
yaccel=.5
getpower=0
envshake.time = 7
envshake.ampl = 4



[State 0, ChangeState]
type = ChangeState
trigger1 = MoveContact
value = 2506

;----------------------------------------------------------
;Cute Test HIT
[Statedef 2506]
type    = A
movetype= A
ctrl = 0
anim = 2506
velset = 4,-0.5
sprpriority = 50

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type =null; PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, HitDef]
type = HitDef
;trigger1 = var(31)
trigger1 = Time%3=0
attr = A,SP
hitflag = MAFD
guardflag = MA
animtype = Heavy
air.animtype = Heavy
damage = 30,5
pausetime = 3,4
hitsound = S5,5
guardsound = S6,0
sparkno = S8203
sparkxy = 0-random%10,0+random%10
guard.sparkno = S8050
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=-2,-2
air.type=Low
air.hittime=16
air.velocity=-2,-2
yaccel=.5
getpower=0
envshake.time = 15
envshake.ampl = 10
palfx.add = 0,-200,0
palfx.mul = 256,256,256
palfx.time= 40
palfx.color=0
palfx.sinadd = 240,160,240,5
fall= 1


I tried to get him to stop floating upwards by changing the "velset" in [Statedef 4005] to "0, 0" and it made the Hyper combo worse. And the thing about it is that I also want it to float when performed in mid-air but when standing still when on ground.