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Odb718

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Messages by Odb718

    

Re: Zoom - fade in and fade out in hand

 October 16, 2020, 08:40:05 AM View in topic context
 Posted by Odb718  in Zoom - fade in and fade out in hand (Started by Bardock Revenge October 14, 2020, 11:57:00 PM
 Board: M.U.G.E.N Development Help

I'm not sure what you mean exactly. One major thing that's confusing is:
[State 4210, ZOOM]
type = zoom
trigger1 = time>=1 && time < 87
[State 4210, ZOOM]
type = zoom
trigger1 = time>=0 && time < 20
If both of these are in the same State, the two triggers can be activated at the same time. Take for instance the first zoom. If the time is 18. 18 is less than 87 so it will work. 18 is also less than 20 to it will work. Could this be part of your issue?


Are you just trying to get the camera to focus on P1 instead of centering between P1 and P2?
    

Re: "Trigger if not AI" incompatible mugen versions

 October 16, 2020, 08:32:43 AM View in topic context
 Posted by Odb718  in "Trigger if not AI" incompatible mugen versions (Started by onomamashinee October 16, 2020, 08:06:12 AM
 Board: M.U.G.E.N Development Help

@Mushypepito123: He means WinMugen characters that can't use it.

@onomamashinee: You might want to look at this post. You can see how he upgrades older characters to be compatible.
https://mugenguild.com/forum/msg.1570683
I know that doesn't specifically help you, but, most characters should be using var(59) for AI status. Since there's no ONE way to activate AI in older versions, there's no ONE way to check for it. But this will be the most common.
    

Re: Sending pm to other members not working.

 October 12, 2020, 07:51:05 AM View in topic context
 Posted by Odb718  in Sending pm to other members not working. (Started by SOLIDUS SNAKE October 12, 2020, 06:20:40 AM
 Board: M.U.G.E.N Discussion

There is work going on behind the scenes. Sorry about the confusion so far. We are trying to fix it.
    

Re: ClayFighter 63 1/3 comes to MUGEN!! (Frosty is back!!)

 October 12, 2020, 07:44:20 AM View in topic context
 Posted by Odb718  in ClayFighter 63 1/3 comes to MUGEN!! (Frosty is back!!) (Started by Basara Tachibana April 16, 2010, 04:25:09 PM
 Board: Projects

    

Re: How to make combo in A/EX grooves

 October 12, 2020, 07:09:56 AM View in topic context
 Posted by Odb718  in How to make combo in A/EX grooves (Started by demongorne October 09, 2020, 04:37:44 PM
 Board: M.U.G.E.N Development Help

So the going backwards, I think you're referring to this chunk of the hitdef
Spoiler, click to toggle visibilty
You'll want to look in Mugen Class and read the HitDef. There's a ton of info, so it's way better for you to read that instead of me missing something. It's one of the major parts of mugen so it's good if you get familiar with it.

Did you read up on Width in Mugen Class? You'll probably need to add that. Were the blue boxes overlapping while fighting?

As for the combo, You'll probably need a way to check if P2 is in the blocking state. If P2 isn't blocking and you've started the combo, then you'd change your variable(s) that tell P1 its doing the groove combo. Dig through some characters that have this option. I'd think there'd be a post or two about this in tricks or code library.
    

Re: How to make combo in A/EX grooves

 October 10, 2020, 11:22:15 AM View in topic context
 Posted by Odb718  in How to make combo in A/EX grooves (Started by demongorne October 09, 2020, 04:37:44 PM
 Board: M.U.G.E.N Development Help

90% of the time when P1 goes through P2 during an attack it's a combination of Width and the actual animation. The other 10% involves PlayerPush or PosSet/VelSet. Your move seems to have the ability to have all the problems except PlayerPush.

Look up Width in Mugen Class. That'll give you some insight. You'll also want to check the blue clsn boxes while playing. You can use Ctrl+C to bring them up in game. Watch what they're doing and see when the problem occurs. You may want to adjust the clsn boxes in the animation, or adjust the width so the problem doesn't happen.

Also, you'll want to learn how to consolodate chunks of code. I haven't dug through the hitdefs, but I feel like some would be so similar you could just add a trigger2 and trigger3 and so on. Like your code for VelSet could be reduced down to :
Spoiler, click to toggle visibilty
for those animelems. If everything is the same except the trigger uses a different number, just add another trigger. I think your hitdefs could be the exact same. It might help with the combo system also.

If you're trying to find out if P2 is guarding, EnemyNear,StateNo should be a trigger you could check.
    

Re: Yuri Edit by RR Palette Keymap problem

 October 05, 2020, 11:00:35 AM View in topic context
 Posted by Odb718  in Yuri Edit by RR Palette Keymap problem (Started by Nedflandeurse October 04, 2020, 09:41:48 PM
 Board: M.U.G.E.N Development Help

comment back in,
;pal.defaults =1,2,3,4,5,6
See if pallettes 1 and 2 load up using Fighter Factory 3 quick launch.
If they do, test what numbers you want in the first two slots.

You might be missing the state 5900 stuff
    

Re: Reset camera to 0 (original position)

 October 05, 2020, 12:57:20 AM View in topic context
 Posted by Odb718  in Reset camera to 0 (original position) (Started by supercain September 30, 2020, 09:00:35 PM
 Board: M.U.G.E.N Development Help

#1is no mess. This is necessary because that will add the right amount of pixels to move the helper in order to have the camera back at 0. 
It's a trigger. It doesn't do anything in this case. the x = does the magic.
It pretty much says: if camerapos x is -180 then move the helper 404 pixels to the right (or left depending on facing), else if camerapos x is 40 then add 270 pixels and so on. This makes the camera go back to camerapos x = 0.
yes, in the x=. The trigger doesn't affect anything without something like Var(718):= in it.
#2 this method actually works you only need to run a few tests in order to get the sample values. In this case 40 pixels for a camerapos x = -180 and 270 pixels for 40.
So is the topic solved?

Also, look into using || in your triggers. If you're trying to say, make this happen if pos x >120 OR if pos x < -120, you can use ||.
    

Re: Reset camera to 0 (original position)

 October 04, 2020, 06:59:27 AM View in topic context
 Posted by Odb718  in Reset camera to 0 (original position) (Started by supercain September 30, 2020, 09:00:35 PM
 Board: M.U.G.E.N Development Help

#1, this is a mess. Why do you have this?
trigger1 = pos x != ifelse(root,var(32) < 0,(1.01509*abs(root,var(32)))+233,-(1.01509*abs(root,var(32)))-233)
99.9999999999999999999999999999999999999999% of the time, the camera pos wont be 0. So there's no real need for this giant check.
#2, there's no real way to get the camera to fly back to the original spot. Your best bet would be to move the characters to their original screen positions, then move them outward, then to the location of the custom state. So do that. Make two helpers in statedef 5900 that spawn at p1 and p2's feet and dont move. Then use their locations for the custom state.

^^^If you get that working, you should use the playerpush activated in them so they can go off screen. Then once the move is activated, bring P1 and P2 back to the center of the stage and move the helpers outward. I think that would be the smoothest way to go.
    

Re: Reset camera to 0 (original position)

 October 04, 2020, 01:22:52 AM View in topic context
 Posted by Odb718  in Reset camera to 0 (original position) (Started by supercain September 30, 2020, 09:00:35 PM
 Board: M.U.G.E.N Development Help

    

Re: Destroyself Problems

 October 03, 2020, 11:26:38 PM View in topic context
 Posted by Odb718  in Destroyself Problems (Started by G-knux19 September 28, 2020, 12:48:32 AM
 Board: M.U.G.E.N Development Help

Try putting
[State 200, 4]
type = Destroyself
triggerall = !numhelper(13001)
trigger1 = animtime = 0  ;Change this

You'll want to change your animation, 13000, so that it has a blank frame at the end. Then you'll need to changer the trigger1 to be something like
trigger1 = time >= 70
Try to get a feeling for how long it's going to take and set that as the time.

@Cyanide: He posted 13001, idk where 130001 is called? I'd like to see 1100 and 13004

It's hard to tell if the harpoon going off the screen is causing it, or what.

Also @G-knux19:

;-------------|Harpoon|--------------------------
[State 200,stand]
type = helper
triggerall = numhelper(13001) = 0 ;Always add this type of check so you don't spawn multiples
trigger1 = time = 18
    

Re: G from Street Fighter V CE by Mr. I and Violin Ken

 October 02, 2020, 08:02:27 AM View in topic context
 Posted by Odb718  in G from Street Fighter V CE by Mr. I and Violin Ken (Started by Violin Ken May 29, 2020, 08:43:25 AM
 Board: Your Releases, 1.0+

I can't believe how much work must have gone into this character! Mr. I never disappoints. Fantastic work guys!!
    

Re: Rival Schools / Project Justice Ripping

 October 02, 2020, 07:51:53 AM View in topic context
 Posted by Odb718  in Rival Schools / Project Justice Ripping (Started by Odb718 January 12, 2015, 10:27:47 PM
 Board: Projects

If you don't hear back from me in a week, please remind me. I'm trying to focus on Noob Saibot. But I also want to rip some Rival Schools character.
My laptop is severely under the weather right now. I have to buy a new battery for it. And I'm trying to robocopy or clone the 500gb ssd I have in it over to a 2TB, but I'm not having any luck.

Which character are you more interested in making?
    

Re: Rival Schools / Project Justice Ripping

 September 28, 2020, 06:38:57 AM View in topic context
 Posted by Odb718  in Rival Schools / Project Justice Ripping (Started by Odb718 January 12, 2015, 10:27:47 PM
 Board: Projects

I don't think I ever ripped those characters. They were made by hand so I didn't feel the need.
I just now got the desktop upgraded and running. Hopefully in the next few days I'll restart the ripping progress.
    

Re: [No Theme Thread] All Pixels Unite

 September 23, 2020, 09:47:00 AM 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

That's a pretty good start. One thing, her Left leg, the stripes on it are split on the inside of her thigh, Yet on her Right leg, the stripes are split on the top of her thigh. I think you should put the stripes on the inside of the thigh to match. Maybe thicken up her belt?
    

Re: Divine WIPs

 September 19, 2020, 08:16:36 AM View in topic context
 Posted by Odb718  in Divine WIPs (Started by DW May 15, 2012, 03:45:05 AM
 Board: Projects

So what's the latest word?
I'd suggest getting a 32gb usb stick for like $15. My Mugen build seems to be larger than most, character count wise. It's 14.4gb and I have a bunch of unused chars still in the chars folder.
I also try to give my build to my friends once a year. The tiny edits we decide on during fights add up over time.
    

Re: Rival Schools / Project Justice Ripping

 September 17, 2020, 08:30:14 PM View in topic context
 Posted by Odb718  in Rival Schools / Project Justice Ripping (Started by Odb718 January 12, 2015, 10:27:47 PM
 Board: Projects

Rival Schools
Project Justice 1
Project Justice 2

The instructions to get this stuff working is in this thread I think.
It's not too hard to get it to work, but you have to edit the file. Basically, you have to add or subtract to get the addresses to line up.
Im headed to work right now so I don't have time to check. Rival Schools and Project Justice 1 are the files you want. Both are for the arcade.
    

Re: Rival Schools / Project Justice Ripping

 September 17, 2020, 11:42:33 AM View in topic context
 Posted by Odb718  in Rival Schools / Project Justice Ripping (Started by Odb718 January 12, 2015, 10:27:47 PM
 Board: Projects

PM sent.
If you have any questions feel free to ask me. I also have the cheatengine stuff if you want to try your hand at it.
    

Re: Interactive ScreenBound for Intro

 September 16, 2020, 07:38:44 AM View in topic context
 Posted by Odb718  in Interactive ScreenBound for Intro (Started by God-Aztec September 13, 2020, 10:40:33 PM
 Board: M.U.G.E.N Development Help

Looks great!
Don't forget to solve your topics when they're done. The button is at the bottom left.
    

Re: Hitsparks not showing in the move

 September 16, 2020, 07:27:13 AM View in topic context
 Posted by Odb718  in Hitsparks not showing in the move (Started by QuickFist September 09, 2020, 11:32:51 PM
 Board: M.U.G.E.N Development Help

It works If I use P2MoveType = H. But in my sistem that has a lot of chain combos it looks wrong.
I thought you were going to use this method and try to figure out why the combos don't look good.
This is taken out of
;|Lei-Lei by Phantom.of.the.Server |
trigger1=movetype=A&&hitdefattr=SCA,AA
trigger1=movehit&&numtarget
trigger1=(target,movetype=H)&&!(target,time)
look for
[State -2, bloodsparks]
Mess around with this and see what you get.

It could be the movehit is dropping too fast somehow.

You may want to restrict the sparks to only 1 on screen for testing. I'm not sure how mugen would handle firing a ton off real fast.  Something like
&&!numexplod(7200)
should work