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Odb718

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Messages by Odb718

    

Re: Can't adjust one character's jump height

 October 16, 2024, 11:43:41 pm View in topic context
 Posted by Odb718  in Can't adjust one character's jump height (Started by marioplease October 09, 2024, 05:56:23 pm
 Board: M.U.G.E.N Development Help

I just downloaded Apocalypse 1.1 by RobiWanKen0bi & MMV Team
editing
jump.neu = 0,-4    ;Neutral jumping velocity (x, y)
worked? Are you trying the super jump? If you use debug you can see it's like state 7000.
    

Re: Move Creates Afterimages of Character During Attack! I Am Trying to Find Why?

 October 16, 2024, 11:28:58 pm View in topic context

That looks like an animation is missing. Go through your AIR file and see what animation is off.
    

Re: how to edit goku 280gou?

 October 16, 2024, 11:22:58 pm View in topic context
 Posted by Odb718  in how to edit goku 280gou? (Started by vicneo October 14, 2024, 09:43:01 pm
 Board: M.U.G.E.N Development Help

vicneo you'll need a variable to keep track of all this. More than likely variables are being used to figure out what level he's at.
You need to find what var is used to keep track of the levels. Once you know that, you can edit the CMD file to restrict what states can be used and which one's get used for each level.
Then to have him go from level 3 back to level 1, you'd need to change how the level 3's value is reset. I imagine that it would be at var(X) = 3 and it gets varAdd/varSet to 0. You could have it reset to 1 and that might be all you need for it to work.
    

Re: how to make 2 difference death anim by 2 condition?

 October 16, 2024, 11:16:27 pm View in topic context
 Posted by Odb718  in how to make 2 difference death anim by 2 condition? (Started by alongcaca October 11, 2024, 06:23:39 am
 Board: M.U.G.E.N Development Help

You might need to make a variable or a hitspark/helper that spawns when the last hit happens. I don't think I've done something like this, so I don't know an exact method.
But you'd use the helper/var/explod to be "1" or "2" so when the round state changes values aren't lost.

I think most chars are set up so that ultras are higher than Statedef 3000. So you could use a check to see what state P2 is in when life = 0 in statedef -2. Whatever you spawn, just set it up so that ifelse( Enemy, StateNo >= 3000, , ) <<< spawns the two values you want.

I could be totally off though.
    

Re: Noot's Pallete Shop (Requests open!)

 October 09, 2024, 06:59:46 am View in topic context
 Posted by Odb718  in Noot's Pallete Shop (Requests open!) (Started by NootNoot64 October 09, 2024, 01:20:25 am
 Board: Edits & Addons 1.0+

Keep it up!
    

Re: Project Justice (Rival Schools 2) Voice Rips (Ripped by BCDeshiG)

 October 09, 2024, 06:57:37 am View in topic context
 Posted by Odb718  in Project Justice (Rival Schools 2) Voice Rips (Ripped by BCDeshiG) (Started by RagingRowen October 07, 2024, 03:17:37 pm
 Board: Resource Releases

Someone remind me next week to check this out for Roberto. I'm pretty sure I'm gonna be sidetracked tomorrow on out for a while.
*Angry old man shakes his fist at the clouds
    

Scaling group

 October 05, 2024, 06:07:46 am View in topic context
 Posted by Odb718  in Overview and Description of stage settings (Stages) (Started by JustNoPoint October 23, 2015, 04:46:45 am
 Board: MUGEN Class


[Scaling]
topz        = 0
botz        = 50
topscale    = 1
botscale    = 1.2

I don't have exact info but this group looked like it was missing.
    

Re: [Quick Question] AngleDraw/AngleSet helper binding CLSN Boxes

 September 09, 2024, 12:38:45 am View in topic context
 Posted by Odb718  in [Quick Question] AngleDraw/AngleSet helper binding CLSN Boxes  (Started by Plum September 03, 2024, 09:27:16 pm
 Board: M.U.G.E.N Development Help

Yes you can. But no you cant. It's just not so easy to do the figuring out especially if the sprite isn't centered on the 0,0 axis.
The angledraw will spin the sprite, but if the sprite is at 20,0 and you spin it upwards, it's now at say, 15,4 or whatever. The hitboxes do not spin with it, no.
But if you have the sprite at 0,0 the original hitboxes will still be where the sprite is on screen, Just not SPUN to the same angle.

We only get rectangular hitboxes.

One thing I did is knock up the angles on the sprite using IrfanView and pasting those images in the character. Then do the hitboxes off those images. In game they end up lining up.

Sometimes the sprites you make in irfanview end up being easily edited to look better than what mugen pumps out in game.
But if you have your sprite/animation out away from 0,0, you should be able to create the same arch with math and have the hitboxes line up better.

IF you're hell bent on not having the sprite on 0,0, and you can't figure out where the heck to place the  spun sprite after you import it spun with irfanview,

Duplicate the image in FF3. Open the sprite in the editor and hit save. Hit no on the "do you want the other sprites to use the changes"
Now you have 2 different images. Look at the animation and find out how many pixels away from the center the outsides of the image is.
Go back to the duplicated image and open it in the editor. Hit Image > Properties. Double the guess. So 147 pixels to the left, you want to ADD 290 to the current size. The image will get BIG. Save it.
Use Onion Sprite on the duplicate and look at the animation. The gray image wont line up.
Go back to the duplicated sprite (DONT FORGET LOOKING AT THE ANIMATION SWITCHES YOU TO THAT IMAGE)
Move the duplicate to around where it should be.
The gray sprite in the bg is getting closer and closer until you get it spot on.
NOW in the moved duplicated sprite, in the editor ADD a point near 0,0. Keep inching the 0,0 point in the image until it's perfect. Once it's perfect
EXPORT THAT IMAGE and spin it in irfanview.
Once you import that image back to FF3 you have the 0,0 point so place that where it's at. and BAM you know where your first image sits! Make the hitboxes for that frame of the animation using the onion skin in the background and see it lines up in game!  =]
    

Re: Super Dash and Air Jump

 September 09, 2024, 12:15:02 am View in topic context
 Posted by Odb718  in Super Dash and Air Jump (Started by Hypersayia August 29, 2024, 06:40:32 pm
 Board: M.U.G.E.N Development Help

There might be an easy fix for you. If this little fix doesn't work I'll list a 2nd easy fix that is the same idea; just a different set up.
Code:
; Super Dash Total
; Super Dash Start
[Statedef 300] ; Super Dash Start-up
type = A                       <<<<<<<<<<<<<<<<This is whats probably the problem
movetype = A                                                     
physics = A 
anim = 300 ; Animation for startup
ctrl = 0 ; Remove control during dash
velset = 1, -5.5 ; Small hop
sprpriority = 2
facep2 = 1
You need to comment out that line using ;. So like
;type = A                                                      <<<<<<<<<<<<<<<<This is whats probably the problem
Then create
Code:
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 0 && pos y < 0
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 0 && pos y >= 0
statetype = S       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N
This is going to tell Mugen that if you do the move on the ground, don't consider it jumping. If it's in the air, act like always.
IF this doesn't work, UNDO THE CHANGES, then Duplicate the entire state and name it like 301 or something NOT used. Change the Type and the Physics in the 2nd state like the statetypeset S A N for standing attack neutral.
Then in the ChangeState in the CMD change to 301 IfElse Pos Y is less than 0.

It seems like your char is thinking you jumped because of the Air in the StateDef I think.
    

Re: Super Dash and Air Jump

 August 31, 2024, 05:19:45 am View in topic context
 Posted by Odb718  in Super Dash and Air Jump (Started by Hypersayia August 29, 2024, 06:40:32 pm
 Board: M.U.G.E.N Development Help

So you have a few options to squash the bug.  Add a varset to State 51 to change Var 10 to 0 with the same triggers as it's changestate
trigger1 = Time = 60 ;transition to aerial state

In Statedef -2, add a VarSet to change Var(10) to 0 if var 10 is 1 and the state = 0.

Those two additions should sort out the issue. You can use DisplayToClipboard to watch Var 10 using Debug Ctrl+D. You might be able to deduce another reason why it's not changing from 1 to 0.
    

Re: Super Dash and Air Jump

 August 30, 2024, 01:49:54 pm View in topic context
 Posted by Odb718  in Super Dash and Air Jump (Started by Hypersayia August 29, 2024, 06:40:32 pm
 Board: M.U.G.E.N Development Help

From what I'm reading, you probably have a trigger in your Statedef -1's ChangeState 300 that's looking at Var(10).
You're setting var 10 but I don't see anything resetting it, or reading it.
You might want to check state 51/landing states to see if they reset it. But the CMD file is probably the culprit.
    

Re: Cvs style sprite sheet extraction Index & Palette help

 August 30, 2024, 12:23:23 am View in topic context
 Posted by Odb718  in Cvs style sprite sheet extraction Index & Palette help (Started by Plum August 19, 2024, 10:06:35 pm
 Board: M.U.G.E.N Development Help

So it sounds like you're trying to take a sprite from a 1.1 down to a 1.0/winmugen sff?
@Plum:  I asked this to see if you were going to make a 1.1 char. SFFv2 are 1.1 only I believe. If you're planning a 1.0 just make sure the SFFv2 works for your char before you invest a ton of time into it.
    

Re: Explod problem

 August 30, 2024, 12:14:56 am View in topic context
 Posted by Odb718  in Explod problem (Started by ihavenoinsight August 19, 2024, 05:16:23 am
 Board: M.U.G.E.N Development Help

"Time= " increases every tic. One second in our time, Mugen has 60 tics. The average person can click a button once every 14 tics. That means 4 times in 1 second. You expect them to hit the button 60 times in one second.

trigger1 = Time = 1 && command="a" && !(NumExplod(10511) > 0)
^^^ This can be used properly in Mugen, But NOT for what you are trying to accomplish. This would be to set a variable, or spawn something, or so the player has to hold a button down. It can be used for a ton of reasons.

Time = 1 means this only happens ONCE at the VERY beginning of the move.

Spoiler, click to toggle visibilty

The playsnd isn't ideal. You should have it above the Explod so that the 2nd time it should work there is no explod 10511. If it's below the explod the explod will spawn and it will not work. If it does not check to see if explod 10511 is on the screen, Every tic P1 holds A down, it will play. So you can imagine holding down A and the sound happens 60 times in 1 second.

Is the 10511 explod some place else or did you forget to label the ID??
    

Re: Help with super armor on certain moves

 August 24, 2024, 01:15:40 am View in topic context
 Posted by Odb718  in Help with super armor on certain moves (Started by Eyjeste August 22, 2024, 02:25:14 am
 Board: M.U.G.E.N Development Help

Keep an eye on  var 32 and fvar 22. Use DisplayToClipboard so you can see if

[state 210, delay]
type = changeanim
trigger1 = var(32) < fvar(22)
value = anim
elem = var(22)
persistent = 1

This gets stuck.
Also, you should put some fail-safe triggers on your changestates. Do something like Time >= 210. I think with your hit pauses, doing a closer time might hiccup every once in a while. Maybe double the animation's time?

Is the move looping or is it getting stuck on 1 frame.
Also, please upload/link videos to Streamable or Youtube.
    

Re: Cvs style sprite sheet extraction Index & Palette help

 August 23, 2024, 05:37:48 am View in topic context
 Posted by Odb718  in Cvs style sprite sheet extraction Index & Palette help (Started by Plum August 19, 2024, 10:06:35 pm
 Board: M.U.G.E.N Development Help


See if this one will work for you. This is a super fast edit in Irfanview. I converted your green image to greyscale and then hit Auto-Adjust Colors. So the black might not be as black as you need. You can use Irfanview to darken the colors to how ever you need it pretty easy.
    

Re: Cvs style sprite sheet extraction Index & Palette help

 August 21, 2024, 08:38:35 pm View in topic context
 Posted by Odb718  in Cvs style sprite sheet extraction Index & Palette help (Started by Plum August 19, 2024, 10:06:35 pm
 Board: M.U.G.E.N Development Help

So it sounds like you're trying to take a sprite from a 1.1 down to a 1.0/winmugen sff?
and at the end of it, you want something like this


If that's the case, the 1.1 you might be able to do it 2 ways. If the sprite is already indexed but the colors all have transparency, you can try to double click the color and change the alpha to 255.

The other way would be to Save the Image as an external file and open a program that can handle transparencies and layers. You'd make the background layer solid black and the sprite would be above it. Then export that as a png and it should be ready for Mugen 1.0/winmugen.
^^^
There might be a way to do this inside of Fighter Factory. I dont know if I have any character to test this theory out on, BUT
In the sprite, designate 1 color for your solid black. Probably the top left. Inside the sprite, press Ctrl+X to cut it, the image should be black. Ctrl+V to paste it back over the black. If it looks good I'd press File>Save As>New Sprite.
That new sprite will be at the end of the character. See if it's what you need.
    

Re: Explod problem

 August 21, 2024, 08:23:12 pm View in topic context
 Posted by Odb718  in Explod problem (Started by ihavenoinsight August 19, 2024, 05:16:23 am
 Board: M.U.G.E.N Development Help

If the effect can happen at ANY time, Delete what you have and in statedef -2, put

Code:
    ;effect
     
    [State ]
    type = Explod
    trigger1 = command = "a" ;AnimElem = 1
    removetime = 13
    bindtime = -1
    pausemovetime = - 1
    postype = front
    pos =  -190,100
    anim = 10511
    Scale = 1,1
    sprpriority = 99999999
    OwnPal = 1
    ignorehitpause = 1
    supermovetime = 999999999
    pausemovetime = 999999999
But more than likely you don't want it to happen at ANY time. The command = "a" is the Trigger for the button press.
If you need to have the explod only happen when doing 1 move, then you put the explod in that move.

If there are more restrictions than just pressing A, then you make additional triggers. Each restriction will have to be "translated" into something Mugen/Ikemen knows how to read.
If you don't know how to tell Mugen what restrictions, tell us the restrictions and we can help you figure them out.
    

Re: Explod problem

 August 20, 2024, 05:59:32 pm View in topic context
 Posted by Odb718  in Explod problem (Started by ihavenoinsight August 19, 2024, 05:16:23 am
 Board: M.U.G.E.N Development Help

trigger1 = AnimElem = 1
This means it will only play at the beginning. Which ever state your character is in will have to be reloaded for it to happen a second time.

When you press A, Is that only during 1 particular state, or can the FX happen at any time?

You should add ID to the explod. Read up on all of the parts of explod >> https://mugenguild.com/forum/topics/explode-sctrls-169499.0.html
You'll want to use a triggerall = !numeplod(your explod ID) so that only 1 is on screen at a time.
    

Re: HELP with Visual effect for a PowerCharge

 August 14, 2024, 05:18:11 am View in topic context
 Posted by Odb718  in HELP with Visual effect for a PowerCharge (Started by Nulo July 24, 2024, 11:37:01 pm
 Board: M.U.G.E.N Development Help

Don't forget about Mugen Class. https://mugenguild.com/forum/topics/explode-sctrls-169499.0.html
Look up Scale, OnTop, and sprpriority.
The looping problem is probably
removetime
Or it could be the animation's last frame has a time of -1 so it just stops on that frame. Go to the animation and press play to easily see if it loops.

Some people also use modifyexplod to get more effects from animations. You might be interested in reading how that works too.
    

Re: LIFEBAR SHOULD VISIBLE DURING SUPER MOVE

 August 11, 2024, 02:46:55 pm View in topic context
 Posted by Odb718  in LIFEBAR SHOULD VISIBLE DURING SUPER MOVE (Started by Keymon2324 August 09, 2024, 07:23:33 pm
 Board: M.U.G.E.N Development Help

What I'm gathering is that your ultra move is hiding the lifebars and you don't want that to happen.
When I look through the code you posted, I'm not seeing an assertspecial. Use fighter factory and search for
AssertSpecial
and
nobardisplay

You probably have one in StateDef -2 that's activating during State 3100 or something like [3000,3999]. If it's there, just delete the triggers or the whole thing.

I thought I had already replied to this thread. sorry for the edit and no response.