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Odb718

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Messages by Odb718

    

Re: Super Cancel Problem

 March 28, 2020, 07:13:02 PM View in topic context
 Posted by Odb718  in Super Cancel Problem (Started by CrimsonK0F March 18, 2020, 04:47:43 AM
 Board: M.U.G.E.N Development Help

So that seemed to be the entire problem.
What's actually the problem??
If instead of vertical it's horizontal, you'd just edit the horizontal size of the scale
Scale = 0.5*facing,0.5
    

Re: Infinite state change loop when fighting a character's AI.

 March 24, 2020, 07:35:21 AM View in topic context
 Posted by Odb718  in Infinite state change loop when fighting a character's AI. (Started by Funky Fresh Fellow March 16, 2020, 10:03:20 PM
 Board: M.U.G.E.N Development Help

Did it make any difference?

Try adding,
triggerall = time%3 = 0 
to
[State 4000, Koromaru]
type = Helper
trigger1 = !numhelper(300)
helpertype = normal

I don't think that'll be it, but a slight possibility.
It could be in your hit reaction states. But if it's caught in a loop it's usually that state that's the cause.

One thing I could imagine is since P2 is attacking you, it could be the state P1 is in is conflicting with all of your changestates.
triggerall = ROOT, movetype != H
Add that to your changestates. Unless you can imagine a situation where you'd want that to happen??
    

Re: Spritesheet Expansion Thread

 March 23, 2020, 03:19:05 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

Looks way more natural now. The original seems like maybe a better timing would help it. But no way it'd compare. If I was to make 1 suggestion, it'd be an easy one. The piece of fabric behind her left arm, you could add 1 frame of it moving at the end? It just LOCKS into position.
    

Re: Infinite state change loop when fighting a character's AI.

 March 22, 2020, 11:46:07 AM View in topic context
 Posted by Odb718  in Infinite state change loop when fighting a character's AI. (Started by Funky Fresh Fellow March 16, 2020, 10:03:20 PM
 Board: M.U.G.E.N Development Help

I figure State 4000 is the Helper's standing/idle state?
I'm not seeing anything in her state that should cause a loop.
You may just need to edit 
anim = ifelse(Root,StateNo=191&&Root,Time=0,99999,3500)
to
anim = 3500
and create a change anim to be

triggerall = time = 0
trigger1 = (Root,StateNo=191) && (Root,Time=0)
vlue = 99999
 
    

Re: Super Cancel Problem

 March 20, 2020, 06:14:37 AM View in topic context
 Posted by Odb718  in Super Cancel Problem (Started by CrimsonK0F March 18, 2020, 04:47:43 AM
 Board: M.U.G.E.N Development Help

have you tried using Facing?
something like 
Scale = .5,.5*facing
Would be what you need if it's upside-down. But it being upside-down doesn't make sense.
 
    

Re: character slowing match down

 March 20, 2020, 06:09:04 AM View in topic context
 Posted by Odb718  in character slowing match down (Started by NecusX March 17, 2020, 08:03:03 PM
 Board: M.U.G.E.N Development Help

Use Ctrl+D to cycle through the players at the start. Then after you notice the slow down.
If there are "invisible characters" write down what state they're in. Then look at what spawns those states. You might be getting a ton of helpers you can't see.
    

Re: Screen v.s. Helper question

 March 16, 2020, 08:49:10 AM View in topic context
 Posted by Odb718  in Screen v.s. Helper question (Started by Kolossoni March 05, 2020, 05:30:28 PM
 Board: M.U.G.E.N Development Help

    

Re: Inspirations/Conversion Issue

 March 16, 2020, 08:09:41 AM View in topic context
 Posted by Odb718  in Inspirations/Conversion Issue (Started by SNEAKYTING March 15, 2020, 08:12:56 AM
 Board: M.U.G.E.N Development Help

You need to learn what a helper is, and can do. Go read up on it a bit. Not trying to be a jerk or anything, but
stateno = 8033
stateno = 8500
stateno = 8200
Aren't listed. Look through those 3 states after reading up on helpers. If you don't know what certain chunks of code are doing, use Mugen Class to look those parts up. You'll learn a ton more than you'd expect.
    

Re: Inspirations/Conversion Issue

 March 15, 2020, 08:37:24 AM View in topic context
 Posted by Odb718  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.
    

Re: MAX mode features

 March 14, 2020, 09:03:33 AM View in topic context
 Posted by Odb718  in MAX mode features (Started by NecusX March 08, 2020, 10:53:17 PM
 Board: M.U.G.E.N Development Help

Delete the
poweradd=
or PowerSet in the moves?
    

Re: Force P1 to turn even in corner

 March 14, 2020, 09:02:13 AM View in topic context
 Posted by Odb718  in Force P1 to turn even in corner (Started by mrgamer123 March 07, 2020, 09:16:23 PM
 Board: M.U.G.E.N Development Help

So what you're saying just seems off.
Why does P1 do a move that makes P2 make P1 do something?

Why would P1 turn around?


Are you just looking for Width?
    

Re: opponent going black in hurt state

 March 09, 2020, 10:22:10 AM View in topic context
 Posted by Odb718  in opponent going black in hurt state (Started by NecusX March 08, 2020, 06:49:55 PM
 Board: M.U.G.E.N Development Help

That will happen to you if you don't wear your seat belts, so make sure to wear your seat belts.

but seriously, Look in it's Statedef -2 and -3 for PalFX code or RemapPal. Use FF3 to cycle through the cns file(s) for all the RemapPal you can find.
Anything stick out?
    

Re: Holding Direction Key + Two Buttons?

 March 09, 2020, 10:18:44 AM View in topic context
 Posted by Odb718  in Holding Direction Key + Two Buttons? (Started by Bane84 March 09, 2020, 04:48:17 AM
 Board: M.U.G.E.N Development Help

I forget the terminology but your keyboard is only sending the signal for holding the 2 buttons.
Comment out the changestate so you don't have to hold the buttons. Test if the up, scaling, works.
Explods are finicky also. IF the button press isn't actually working, Create 2 different explod calls with the different triggers, and set the scale that way.
    

Re: Why Did You Get Into MUGEN Coding?

 February 27, 2020, 10:21:15 AM View in topic context
 Posted by Odb718  in Why Did You Get Into MUGEN Coding? (Started by Nep Heart November 26, 2018, 11:45:32 AM
 Board: M.U.G.E.N Discussion

The Ryu I had in mind hadn't been made. None of them could do a Sakura up fireball. So I changed that.
    

Re: Auction alert

 February 27, 2020, 10:15:34 AM View in topic context
 Posted by Odb718  in Auction alert (Started by Sepp August 27, 2007, 01:16:44 AM
 Board: M.U.G.E.N Discussion

lol @GeorgeMP: Quick to see another banhammer?
    

Re: How to post screenshots?

 February 22, 2020, 08:50:03 AM View in topic context
 Posted by Odb718  in How to post screenshots? (Started by Capricorn Kid February 17, 2020, 03:54:48 AM
 Board: Off-Topic Help

Use Imgur to upload your pic.
copy the url of the image. It should end in jpg or png or gif. Make sure by opening a new window, paste that url, and press enter. All you should see is the image.
Use the button to link your image.
Put the url in the middle of the ][
    

Re: EX commands

 February 21, 2020, 10:13:36 AM View in topic context
 Posted by Odb718  in EX commands (Started by NecusX February 20, 2020, 06:03:10 PM
 Board: M.U.G.E.N Development Help

If youre having trouble making the commands work, there's a common mess up.
As I mentioned, mugen is constantly searching statedef -1. It's also looking at button inputs to match against the command definitions. Because people arent super precise pressing buttons, Mugen gives us some leeway. While you may think you pressed F,D,DF, A, in reality you may have pressed, F,DF,D,DF,F, A. If you notice the first set of inputs is hidden inside the second set. Mugen lets that activate the command which will go down the line to the changestate. If both sets are actually a named command, both will be triggered in the order their listed.
Meaning if  F,D,DF, A  is above  F,DF,D,DF,F, A. Mugen checks it first to see if any ChangeStates with that name can be activated. If not, Mugen will check if any Changestates F,DF,D,DF,F, A. can activate.
The way to make sure you can do all of your moves properly is to make sure the most complex input commands are at the top Going a step further you'd need to make sure your most complex ChangeStates are at the top of the State Entry section. This isnt always the case but it's important and just good practice.
    

Re: Can someone tell me what's happening in this chars guard states?

 February 18, 2020, 08:56:21 AM View in topic context
 Posted by Odb718  in Can someone tell me what's happening in this chars guard states? (Started by Disconcorde February 17, 2020, 07:19:35 AM
 Board: M.U.G.E.N Development Help

I did a quick edit in notepad++ and automatically added some returns.
@Disconcorde: Please use the spoiler for that much code next time. Small chunks don't need spoilers, but if it's more than like 1.5 screens it's a bit much for everyone to keep scrolling past each time they read the thread.
I'll try to look over the code tomorrow. Today's been a bad one.
    

Re: scaling a character in a custom hurt state?

 February 16, 2020, 01:03:58 PM View in topic context
 Posted by Odb718  in scaling a character in a custom hurt state? (Started by kiLabee February 06, 2020, 05:59:23 AM
 Board: M.U.G.E.N Development Help

    

Re: 8 WAY SHOOTING

 February 16, 2020, 12:57:29 PM View in topic context
 Posted by Odb718  in 8 WAY SHOOTING (Started by kiLabee February 16, 2020, 11:33:59 AM
 Board: M.U.G.E.N Development Help

Any move can be balanced. They can also be made extremely cheap. It's up to you. For special moves that give a lot of offense and zoning, you'd want the open time to be a little longer. This way characters that don't have projectiles are still viable opponents.
Like if your Warmachine could go to the top of the screen and spam the down beam so P2 could never get out of the corner, or jump up to attack back, that's extremely unbalanced. But if Warmachine fell to the floor and had a recovery animation, that might be too open. It's up to you to come up with what's fair.
If P1 can hold the button down, call out the helper, and move freely while the helper attacks, that could cause some balance issues. Things like how long it takes for the helper to be able to attack again could help that though. Beam moves are usually some of the strongest zoning moves.


As for the coding. You could put it all into 1 or 2 states. You'd just use the button presses to set what anim to use, or a var, and code with
triggerall = anim = 718 ; or whatever anim you need for each version. I'd think it'd be easier to keep track of it all within one state. Some coders like to spread out their character into different CNS files. I can't stand that.