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Odb718

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Messages by Odb718

    

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.
    

Re: N00BSaibot718 - Custom Noob Saibot WIP POLL UPDATE

 April 23, 2020, 02:33:17 AM 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

I was thinking about it. There's just no realistic way to do the zoom in x-ray effect though. The other ninjas don't really have cinematic ultras like that either. So I'd have to use that as inspiration for the move. To be honest, I think Noob has one of the weakest ones of the game. It's pretty bland if you imagine it from the regular view point. And the other characters have way crazier moves.
I don't know if I'll use the sickle for N00B. The other ninjas do have their weapons as fwd+fp. But he has his clone do a punching attack instead.

With all that, MK11 is becoming one of my favorite fighters of all time. I really wish they had Ermac in it.

What would be a good attack with the sickle? It can't get overly complicated where it zooms in and has the x-ray. But I would be able to snag P2 by the head with a bit of coding. I don't want a ton of guts coming out type of move. Maybe the clone should hold P2 in place some how? But what would he do next?
    

Re: [No Theme Thread] All Pixels Unite

 April 22, 2020, 11:50:16 PM View in topic context
 Posted by Odb718  in [No Theme Thread] All Pixels Unite (Started by HQ October 02, 2015, 12:53:10 AM
 Board: Graphics

You know I love Samus. Kotal looks amazing too!
    

Re: Small jump tends to be "capricious"

 April 22, 2020, 02:23:10 PM View in topic context
 Posted by Odb718  in Small jump tends to be "capricious" (Started by Nedflandeurse April 21, 2020, 05:21:40 PM
 Board: M.U.G.E.N Development Help

 You might want to try to work these 3 varsets into 1 varset with a nested ifelse? But maybe try it this way unless something's wrong.
[State 40, High Jump]
type = VarSet
trigger1 = !Time
var(3) =  0
 
[State 40, High Jump]
type = VarSet
triggerAll = !Time
Trigger1 = PrevStateNo = 100
trigger2 = command = "highjump"
var(3) = 3
 
[State 40, Low Jump]
type = VarSet
trigger1 = command != "holdup"
var(3) = (3+sysvar(1)/2) ;;either 4/2 or 2/2 aka 2 or 1


But the command should be : taping up, or up+forward or up+back. 
var(3) = ifElse((var(3) = 3 && sysvar(1)), 2, 1)  ;;; If var(3) has to be 3, you have to have done the high jump or have been in state 100, right? 


 
    

Re: Small jump tends to be "capricious"

 April 21, 2020, 07:56:11 PM View in topic context
 Posted by Odb718  in Small jump tends to be "capricious" (Started by Nedflandeurse April 21, 2020, 05:21:40 PM
 Board: M.U.G.E.N Development Help

On your varsets try adding
triggerall =  var(3) != [1,2]
to all of them. This way if the small jump activates it's locked in??
 
    

Re: Any tool to combine small blocks of an image into a full image?

 April 21, 2020, 07:53:23 PM View in topic context
 Posted by Odb718  in Any tool to combine small blocks of an image into a full image? (Started by beterhans April 19, 2020, 06:35:50 AM
 Board: M.U.G.E.N Development Help

I don't know of any specific tool to do this.
You may want to try to use Mugen 1.0 to rip the stage using F12??
If there's a background and a foreground, you should be able to comment some stuff out of the stage's def. Make a copy of a character and replace it's standing animation with a blank one, then use AssertSpecial to block out the lifebars??

You could try to piece the blocks together say a group of 16 blocks. Once you have those larger blocks grab  4 of those and do 4 16x16, then do 4 of the 32x32 blocks and keep going? It would take 4 or 5 times longer.