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Odb718

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Messages by Odb718

    

Re: Varadd not adding up after canceling on the same frame? Custom Juggle Point help

 December 01, 2020, 10:01:48 AM View in topic context
 Posted by Odb718  in Varadd not adding up after canceling on the same frame? Custom Juggle Point help (Started by krudelu November 23, 2020, 02:50:40 PM
 Board: M.U.G.E.N Development Help

You can just use a varadd in the special move. use PrevStateNo as the triggerall and do trigger1 as P2 = hit or something similar.
    

Re: Making a character from IRL Photos - How would one make an alt color?

 November 14, 2020, 04:10:16 AM View in topic context
 Posted by Odb718  in Making a character from IRL Photos - How would one make an alt color? (Started by Agoeb November 13, 2020, 01:33:16 AM
 Board: M.U.G.E.N Development Help

you can also try to use PalFX to dye the character.
You may want to try what ShadowHand suggested. I would force all of the sprites to use one palette. Then you could use Fighter factory 3 to change the palette and save it.
    

Re: Super Armor & Focus Atk Problem

 November 14, 2020, 04:05:51 AM View in topic context
 Posted by Odb718  in NOT Super Armor & Focus Atk Problem; hit priority maybe??? (Started by MDCGD August 09, 2020, 06:08:55 AM
 Board: M.U.G.E.N Development Help

When stuff like this happens, I try to make a quick test. I'll exaggerate the animations' timings. like standing light punch will take 2 full seconds to happen with each frame being very pronounced. Then I try all the mixes I can make happen. This way I can SEE what's causing the hiccup. I usually just add one 0 to the end of the timing. So if the frame is 3 tics, it's 30 tics. 5 tics is 50, and so on. Then I just delete all the 0s and it's back to normal.

You might be able to figure out exactly what the issue is.
    

Re: Super Armor & Focus Atk Problem

 November 11, 2020, 03:46:56 AM View in topic context
 Posted by Odb718  in NOT Super Armor & Focus Atk Problem; hit priority maybe??? (Started by MDCGD August 09, 2020, 06:08:55 AM
 Board: M.U.G.E.N Development Help

    

Re: custom sprite palette not working good

 November 08, 2020, 11:29:41 AM View in topic context
 Posted by Odb718  in custom sprite palette not working good (Started by ShadowHand November 05, 2020, 04:41:53 AM
 Board: M.U.G.E.N Development Help

There's little you can do in the way of color-loss. It's just the nature of the beast.
Try importing with the palette flipped. Photoshop to FF3 seems to flip the palette.
Also, you may want to create a version of the palette in FF3, named 7,18. Where none of the other colors are represented except the ones that are used for the character. This way none of the colors can jump ship and mess you up. Once everything looks good, you can use FF3 to Force Palette onto the GROUP. So you'd have it as 7,18, then scroll, or input (cant remember right now) 1,1 or 0,1 whichever you use.

8 colors for that skin is going to leave spots. I'd suggest 16 to 24 minimum.
    

Re: Show 2 explods in sequence without gaps

 November 07, 2020, 07:50:31 AM View in topic context
 Posted by Odb718  in Show 2 explods in sequence without gaps (Started by supercain October 29, 2020, 04:35:33 AM
 Board: M.U.G.E.N Development Help

Because you're not doing the easy way for some crazy reason. Why, if the 2 animations are 20 and 6 tics, are you not using Time= as your trigger(s)?

Also, if All of the characters have these 2 specific animations, Are they using the same default sprite numbers? I don't understand what you dont understand. You say you have 200 characters. Fantastic. My build has a little over that also. IT DOES NOT MATTER to P1. This is clearly a hit reaction. It's basically a normal throw. Make it use P2's sprites and be done with it.
When you ignore questions, I can't help you
Is this for a Full Game? 

If you ignore this next question, I'm going to stop helping you.

Why do you think you can't use P1 to have all 200 characters use the animation in P1? And if you say the same sentence I'll definitely stop helping.

I'm totally missing something. Somehow, You're making an explode from P2's animation?? You're not making it a helper for some reason?

You still haven't posted the entire explod either.
The struggle is you're refusal to do it 2 simple ways for some unsaid reason. I dont get it.

And watch the double post.
    

Re: custom sprite palette not working good

 November 05, 2020, 08:54:28 AM View in topic context
 Posted by Odb718  in custom sprite palette not working good (Started by ShadowHand November 05, 2020, 04:41:53 AM
 Board: M.U.G.E.N Development Help

When I've made palettes for my larger, 3D ripped sprites, I do a manual color dissection. I get as many frames as I can, and I CUT out "the blue parts" and the red, and the green, and on and on. I put the like color images into one BIG image. Once I have all the giant images of all the different sections of colors I have, I decide how many colors "the blue parts" get. Is the blue part super important? Does it have thousands of colors, or just 20 as it is? How many total colors am I going for for the character? (I use all 255 colors for the character and put FX in a different palette). 
Once I figure out "the blue parts" get 20 colors, I'll use photoshop, or irfanview, to reduce the colors down to 21. You need to have the 1 extra for the bg color.
Once ALL of the Huge images have their colors reduced, I manually build a palette using Fighter Factory 3.
After that, I'll import a couple key frames to see how the palette is holding up. Then all the rest if it looks good.

I can easily tell you, I'd be content with the full RGB image dropping to the Auto version as the final outcome.  Though you may have done the shading with 7 colors, photoshop is doing some blending. There's over 255 colors in just that part of the leg. If you don't want the colors to blend, you should use pencil mode, or try your hand in Paint.

You image would only need to have 5 large images made, The Hair, Skin, Shorts, Yellow legs, Blue legs. Each part could get 50 colors and you'd be fine. The hair could use less if you think the skin needs more.
    

Re: Show 2 explods in sequence without gaps

 November 05, 2020, 08:38:11 AM View in topic context
 Posted by Odb718  in Show 2 explods in sequence without gaps (Started by supercain October 29, 2020, 04:35:33 AM
 Board: M.U.G.E.N Development Help

So you're either missing some bit of information, or you're not saying everything.
If P2 is in a custom state, P1 can make any animation out of P2's sprites. Adding the animations to each character wouldn't be a real problem if the move only happens with 1 character. If the move happens in ALL of the characters, you could still copy and paste the Anim info into all of the Air files.

Make the 3rd animation.

You say you want the animation to loop indefinitely, that both anims have times of -1 as the last frame, But I don't see how it's told to stop and switch the anim except for your remove times. BUT
trigger1 = time%2 = 1 && numexplod(4427) = 0 && numexplod(5401) = 0
trigger1 = numexplod(4427) = 0 && numexplod(5401) = 0
These triggers kind of contradict each other.
If you're wondering why there could be a blank frame, the time%2 would do that.

BUT this whole thing would probably work best as a helper.

Please explain why you can't use a 3rd animation?
    

Re: Show 2 explods in sequence without gaps

 November 02, 2020, 12:51:32 AM View in topic context
 Posted by Odb718  in Show 2 explods in sequence without gaps (Started by supercain October 29, 2020, 04:35:33 AM
 Board: M.U.G.E.N Development Help

So without seeing all of your explod it's pretty tough to figure out what the problem is. But the fact that both spawns use the same ID doesn't help.

Is this for a Full Game?

[State 0, fall]  ;anim 2  <<<comment that out.
idk if that hurts or not, but it should be commented out, or just put
[State 0, fall_anim2]   


You're just not showing enough of the explod for me to figure out the problem. If that's ALL you have, look up explod in mugen class.
    

Re: Show 2 explods in sequence without gaps

 November 01, 2020, 10:39:27 AM View in topic context
 Posted by Odb718  in Show 2 explods in sequence without gaps (Started by supercain October 29, 2020, 04:35:33 AM
 Board: M.U.G.E.N Development Help

Why not just make a 3rd animation and use that?
    

Re: I need help with RGB Sprites Effects

 November 01, 2020, 10:30:24 AM View in topic context
 Posted by Odb718  in I need help with RGB Sprites Effects (Started by Spawn2872 October 31, 2020, 08:11:01 AM
 Board: M.U.G.E.N Development Help

So if you're trying to reduce a 1.1 effect to a 1.0 effect, it's not going to happen. You'll have to apply a black background and use addition. Some effects wont be as good as 1.1.
If you don't care if the character is only 1.1 you should be able to just import the image, then save the sff as 1.1.
    

Re: Jmorphman's WIP thread: B.B. Hood palette template!

 October 27, 2020, 07:24:42 AM View in topic context
 Posted by Odb718  in Jmorphman's WIP thread: B.B. Hood palette template! (Started by Jmorphman November 01, 2010, 09:13:43 PM
 Board: Projects

About to start working on a palette. Every time I load up one of the default palettes anyone makes in FF3, it never works properly.
Did you use FF3 to export the image? I never understand why it wont work for me.

----
When importing the sprite into FF3, you can just press the Palette> Reversed box, and it'll load properly.
---- ----

See if this works for you. I tried to make the gun gold, but idk if I like the landmine and missile.
    

Re: In request of a 2nd look.

 October 25, 2020, 11:38:16 AM View in topic context
 Posted by Odb718  in In request of a 2nd look. (Started by Dj_XLT October 23, 2020, 08:47:48 AM
 Board: M.U.G.E.N Development Help

So it seems like you were playing with 3 characters, and all of them posted errors.
Is GoukiHD a character? or is it the name of a helper?
Those errors should be easily tracked down using Fighter Factory 3. There should be a Red X in the bottom right of the program. You can get it to pop open a list off errors. Double click each error and it should bring you to it. Some times it's a little harder to figure out where it brought you to exactly, but give it a go.
    

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 Klaha-kun 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