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Odb718

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Messages by Odb718

    

Re: My character shouldnt be able to infinitely forward/backdash! Even AI's stumped!

 February 12, 2025, 06:32:38 pm View in topic context

From what I'm reading, the dashes only have to go back to State 0 for 1 tic. If you want a cool down, make an explod or a variable to lock the changestates until it's 0.

How do you want it to act??
    

Re: Change state make explod play only once

 February 12, 2025, 06:23:27 pm View in topic context
 Posted by Odb718  in Change state make explod play only once (Started by ihavenoinsight February 05, 2025, 06:42:42 am
 Board: M.U.G.E.N Development Help

You explods only trigger one time when time equals 2. They won't play again unless you add or edit your trigger.
try something like
[State effect.10512]
type = Explod
triggerall = time >= 2
trigger1 = numexplod(10512) = 0

This way, as soon as explod 10512 is deleted, it'll pop up again.

    

Re: Spritesheet Expansion Thread

 February 02, 2025, 08:41:06 am View in topic context
 Posted by Odb718  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

That Guile is phenomenal! idk how I missed this. 
    

Re: How to fix this error?

 January 31, 2025, 09:58:00 pm View in topic context
 Posted by Odb718  in How to fix this error? (Started by vicneo January 28, 2025, 04:25:34 pm
 Board: M.U.G.E.N Development Help

Video doesn't work for me.
    

Re: Mortal Kombat Project - need some guidance making non-MK characters with Finish

 January 31, 2025, 09:55:13 pm View in topic context
 Posted by Odb718  in Mortal Kombat Project - need some guidance making non-MK characters with Finish (Started by MKImc7r January 25, 2025, 11:38:10 pm
 Board: M.U.G.E.N Development Help

Nice work making Captain America finishable! You're on the right track.
One thing you'll be doing a lot is going from an MKP character back to Cap. I'd think having Captain America do Johnny Cage's uppercut the head off fatality would probably be the easiest one to duplicate. But if it seems like there's another fatality that Cap has the sprites to mimic, try that one out.

You'll need to be able to make a ChangeState in the CMD file, the Animation for the fatality in the AIR file, and the StateDef in the CNS file. You'll probably be able to find good sounds in the SND file, but you may want to add some from an MKP char.
If you do settle on making an uppercut fatality, you can use an existing animation, or you can copy and paste that animation into a new animation and change the timings to make it look more fatal.

Since you want it to mimic the way MKP do their fatalities, open up Kabal and find his fatality you did in the video. I think it plays a sound and the screen goes dark. So find the playsnd and other effects.
See if Captain America is using that StateDef number. If he isn't you could duplicate it inside Cap for consistency. Once you have the new StateDef number add the top with anim = the uppercut, and add a ChangeState at the bottom. Give it a
trigger1 = time >= 240   
This way you can use it in game and it'll still let you go back to normal.
One thing I like to do for creating a new move is to change Standing Light Punch's changestate in the CMD file to my new state's number. This way all I have to do is press X and it'll activate.
Once things are showing up in game, try to find out what Kabal/Johnny use to make the fatality happen. Do they make the bones and heads fly, or do they rely on P2 for that?

More than likely, you can check out Kabal's fatality and see how it looks on himself. I imagine that the StateDef Kabal sends P2 into for the fatality has an animation with a blank frame. That's why your Captain America has 2 bodies. You animation doesn't have a blank frame at the end.


Remember, you can press F4 to reload the round. So you can look at Kabal's debug values and P2's debug values pretty easy. F2 and F4 will probably become your favorite buttons.
    

Re: DAMAGE VARIES WHEN ATTACK FROM FAR AND CLOSE

 January 31, 2025, 09:25:34 pm View in topic context
 Posted by Odb718  in DAMAGE VARIES WHEN ATTACK FROM FAR AND CLOSE (Started by Keymon2324 January 07, 2025, 04:35:45 pm
 Board: M.U.G.E.N Development Help

Before I even opened this thread up, I though to myself, "They probably have 2 hitdefs and the 1st one doesn't hit because of distance."
Check to make sure you're getting the same hits. You can make the 1st hit do crazy damage like 300 to KNOW it hits at any distance. Then change it back.

Can you tell what hits are dealing less damage? If you increase all the damage values to do
damage =100,15    ;Ifelse(!var(10),50,30), 7
The damage scaling should be obvious, and at what percentage.
Use your keyboard's Pause button and make the attack slow motion and pause at each hit. I also spam F12 to take snapshots and I use Irfanview to cycle to the next image 1 by 1. If I get on F12 like crazy my laptop almost always gets every frame as a new image.
    

Re: Help finding Under Night (or BBCTB?) Portraits

 January 31, 2025, 09:12:16 pm View in topic context
 Posted by Odb718  in Help finding Under Night (or BBCTB?) Portraits (Started by SanjiSasuke January 01, 2025, 11:48:44 pm
 Board: Development Resources

I moved this here. It's not really code related, and you'll probably get better luck here.
    

Re: Need help with character editing

 January 31, 2025, 09:08:43 pm View in topic context
 Posted by Odb718  in Need help with character editing (Started by vicneo December 24, 2024, 07:29:51 am
 Board: M.U.G.E.N Development Help

in the CMD there should be only 1 or 2 ChangeStates that switch to 8200. Possibly 4 if it has a ton of triggers. Other ChangeStates may use 8200 as a trigger, but that's different. Find the
type = ChangeState
value = 8200
One of them the player should be able to activate. It should have a trigger with Var(45) in it. That's the counter checking to see if it's in blue form. Try to duplicate that/those triggers var(45) uses for var(44).
So if var 45 is in trigger3, and trigger 3 uses 4 lines, You need to look down the list of triggers and see which one is the last number and use the next number available for gold form. You'd make, say, trigger6 have the same lines as trigger 3.  IF Trigger 5 doesn't exist and you put trigger6, trigger6 doesn't activate.

Some of the triggers for the one holding var 45 might not work for var 44. There could be multiple checks to see if it's ok to counter in blue form that wont work in gold form. Post the ChangeState if you duplicate it and it's not working.

ONE QUICK TEST could be to change the actual var in the trigger(s) from 44 to 45 and see if it works. Then you'd just add the next trigger for var(44) because 45 is already working.
 

For the sparking, do you know what state it's in? You could look inside the CNS file for that state and see if there's a varadd that subtracts every time it's activated and mess with it's value.
    

Re: Reptile (OHMSBY Style)

 January 01, 2025, 07:48:31 pm View in topic context
 Posted by Odb718  in Reptile (OHMSBY Style) (Started by PhoenixPhantom March 16, 2024, 06:05:05 pm
 Board: Projects

I mainly edit characters. One thing that helps keep me going on chars is changing the "original palette". The easy way is to make a new palette and name it like 1,7. (Or the next number that hasn't been used like 1,13 or whatever)
Then you edit the .Def file so that 1,7 is loaded as the first palette. Reording the palette isn't tough so when it's time to release the char it can take 5 to 10 minutes to get the order you like.

Im interested in this Reptile. I'd really like to see more of this project!
    

Re: Need help with character editing

 December 30, 2024, 06:18:38 am View in topic context
 Posted by Odb718  in Need help with character editing (Started by vicneo December 24, 2024, 07:29:51 am
 Board: M.U.G.E.N Development Help

Using Debug, you should be able to see the Life value. You could look for something along the lines of
Life <= 200
You could leave the "= 200" off and search the cmd for "Life <" and look through all of the changestates if P1 goes to a particular state when it changes.
If you know the animation number, search the cns files for that number. Cycle through all of the cns files and see what state contains them.
You'll probably find the helper, or the state P1 enters. Then you'll need to find the changestate, or the helper, that activates that state.
So if it's
[StateDef 3202]
You'll search for 3202 and find what's calling it. One of the triggers _should_ be Life. Adjust that life value and see if it works the way you want.
    

Re: Need help with character editing

 December 25, 2024, 06:34:10 am View in topic context
 Posted by Odb718  in Need help with character editing (Started by vicneo December 24, 2024, 07:29:51 am
 Board: M.U.G.E.N Development Help

Most of the people who are willing to help don't have time to download, play, debug, and track down things people want help with. (especially at Christmas) What we do is usually give the person needing help clues on how to track down the things to edit.

This is the version of goku I'm using, he just automatically counter hits from blue form onwards, while not doing the same thing in god form. How to make him do it in god form?
If you use Debug you can find out very fast. Use Ctrl+D to turn on Debug. You'll see values in the bottom left corner. You'll see the StateNo value when he does the counter attack. Look for that value in his CMD file until you find the changestate that switches to it. Post that changestate in this thread. You're looking for a Var for the Blue form. You need to track down the Var for God mode too.

One more thing is how to edit the sparking usage timing of each of his forms? (When his HP is low in any form, he usually goes into a state where he emits an aura around his body)
This one would be easier to scrub the animations and find the aura sprites. Once you find the anim you can search the CNS files for that value until you find an explod or helper that makes it appear on screen. My guess is it will be a helper that is spawned in Statedef -2 based on how much Life P1 has left.
I don't really understand the phrase
"edit the sparking usage timing"
If you want it to start sooner, you would adjust the explod/helper's trigger(s). You would find the spot that creates it and edit the triggers to how/when you want it to start up.
If you want it to go away faster, you would edit the explod's
removetime =
line, or the helper's DestroySelf triggers.

    

Re: Whats the Best way to make Mahoraga's Adaptability in Mugen?

 December 20, 2024, 01:21:27 am View in topic context
 Posted by Odb718  in Whats the Best way to make Mahoraga's Adaptability in Mugen? (Started by MugenBeginCoderOf20204 December 18, 2024, 03:36:12 pm
 Board: M.U.G.E.N Development Help

I dont really see anything keeping track of P1 being hit. What do you feel is a full combo??
It should probably be a total of 3 factors. Time being in hit stun, total hits, and total life loss.

If you turn on debug in the mugen.cfg inside your data folder, you should be able to see how much health, and the other details you need are.
You could do an equation to keep things with in a range. Like
Time * number of hits * damage >= x
You'd want to do some combos and get an average on how many hits you think is good. Then watch the time to see how long a good combo lasts. Then look at the average life loss. You'd then put your minimum values for all three and figure out what they are, and then the maximum values for all three aspects. You'd have a range. say
144 * 11 * 160
and
194 * 17 * 210
253,440 to 692,580 is a big range. But something like 33*4*150 is under 20,000 and might not classify as a good enough combo for you.

Figure out what the ranges are



    

Re: Character of the Month: November 2024 Nominations

 December 11, 2024, 05:36:39 am View in topic context
 Posted by Odb718  in Character of the Month: November 2024 Nominations  (Started by Lyrica December 02, 2024, 06:26:39 pm
 Board: Contributions of the Month

    

Re: Help Fixing Throws from the Corner

 December 07, 2024, 05:06:19 pm View in topic context
 Posted by Odb718  in Help Fixing Throws from the Corner (Started by BeastwithFriends December 03, 2024, 11:34:09 pm
 Board: M.U.G.E.N Development Help

Sounds like you might want to do a VelSet or a PosAdd to move P1 a little.
You'd use something like
trigger1 = BackEdgeBodyDist <= 5
to see if you're in the corner.

Use DisplayToClipboard and use BackEdgeBodyDist as one of the values it'll post on the screen.

You might be able to use the
type = TargetBind
values to move P2 to the corner also. But it might misalign the throw. The PosAdd is probably your best bet. The TargetBind will still have the same distance applied to P2.

With the PosSet and P2 being put into the corner, you may need to add a Turn to it so things look correct.
    

Re: How i make May Lee's Hero mode "permanent"?

 December 07, 2024, 04:53:27 pm View in topic context
 Posted by Odb718  in How i make May Lee's Hero mode "permanent"? (Started by snowy997 November 28, 2024, 07:28:52 pm
 Board: M.U.G.E.N Development Help

It's probably a Variable, Var, you need to track down and remove it being reset to 0 on hit in Statedef -2.

First, You can track down the State that activates it pretty easy using debug, or reading the CMD file.
Debug, press ctrl+D and you'll see information in the bottom left of the screen. Input the move and when P1 switches to the move you'll see it's value.

You could read the cmd list of commands to see which one you use to do the move, then use ctrl+F in fighter factory to bring up the search bar. You'd search for the command's name. You should see a ChangeState with the Value = 718. 718 will NOT be YOUR value. It'll probably be in the thousands.
You might get lucky and the ChangeState might list a triggerX = Var(X).

ONCE you find the state, look in the CNS file for that stateno. I'd search for 718] and it could take me to
[Statedef 4718]
Well I'd hit search again until I got to [Statedef 718]. If you search for 718, it'll go through EVERYTHING that's got 718 in it.

But inside "Statedef 718" or whatever YOUR statedef turns out to be, you need to find either a VarSet or a VarAdd. There might be a few of them.

Once you find out all the vars you need to remember them, and then scroll to Statedef -2. You're looking for that Variable. You'll probably see
triggerall = movetype = H
or something similar in the chunk of code with the variable. It should be a VarSet or a VarAdd. This is checking to see if P1 is being Hit.
When you find the varset in statedef -2, comment it out by putting ; in front of all the lines of that chunk of code.

So it'd look something like
Spoiler, click to toggle visibilty

Test it out. Do the move and have P2 hit P1. If the effect IS NOT what you want, delete the ; in front of the VarSet you just commented out.
GL:HF
    

Re: Relek by DeluxeGamer705 - Released

 December 04, 2024, 06:07:11 pm View in topic context
 Posted by Odb718  in Relek by DeluxeGamer705 - Released (Started by DeluxeGamer705 November 30, 2024, 01:47:39 pm
 Board: Your Releases, 1.0+

As for the "Jumping Fierce Punch", I'm not sure what do you mean. Are you referring to Below Scratch?
the regular 620, jump+z ; Jump Strong Punch
He keeps spinning on taller enemies. I usually get 7 or 8, but if you hit the sweet spot you can get 10 hits!

also "SeedBombB" into "Yokozuna", 1110 into 3010, doesn't seem to keep the combo counting going. It looks like P2 stays in the hitstate the entire time.
    

Re: Relek by DeluxeGamer705 - Released

 December 03, 2024, 05:36:19 am View in topic context
 Posted by Odb718  in Relek by DeluxeGamer705 - Released (Started by DeluxeGamer705 November 30, 2024, 01:47:39 pm
 Board: Your Releases, 1.0+

1201/1208 is getting debug flood.
[State 1026, Velocity]
type = HitVelSet  ;should just be velset

I think your 1030 "projectiles" if you make them stick around with invisible frames, for a few more frames, you'll see the combo counter count up correctly.

So far he's pretty fun. I'd personally like to see air moves, but not all chars get them so I'm ok with him how he is.
Jumping Fierce Punch is pretty decent. The damage is right where it needs to be. I find myself trying to get it to fire off on a short hop in P2's face. I think my max hits on Ryu is 10!
    

Gouken718 Beta

 November 24, 2024, 07:32:45 am View in topic context
 Posted by Odb718  in Gouken718 Beta  (Started by Odb718 November 24, 2024, 07:32:45 am
 Board: Edits & Addons 1.0+

I've been editing KarmaCharmeleon's Gouken for a while now. It's different enough to get released. But it's still not 100%
I've added a ton, and gotten rid of some things.

First thing of note, Gouken's Kick Throw, the one that send's P2 up into the air, can be followed up by a punch throw. Most people wouldn't expect a throw after a throw to be possible so I'm pointing it out.
Spoiler, click to toggle visibilty

I've created a few frames to make moves more fluid. Gouken now has an air fireball! He has 2 standing animations. I redid his face a tiny tiny bit.

BUT the main difference is the special system.
Gouken has 9 ground fireballs, not including the gold variations.
He has 9 hurricane kicks.
Gouken's LP fireball goes horizontal across the screen at one speed usually. But if you hold the button down long enough to hold back or release forward you can alter it's speed. The reverse of that is true for the hurricane kick. So D,DB,B,c,F will go the furthest out of all the hurricane kicks.
D,DB,B,a,F will not go as far as D,DB,~B+b
Back is Slow, Nothing is Normal (which is easy to get used to) and Forward is Fast.

The Tatsumaki Gorasen Can go straight up like normal with a button tap. It will go backwards if you hold back, and it will go forwards if you hold forward. 

The Gold fireballs. There's a lot going on. Holding 2 punches produces THOSE fireballs. X+Z makes the horizontal and highest fireball. Y+Z shoots both vertical fireballs. X+Y does the X and Y. You can hold the directions to get 2 different speed fireballs. hold back on the first hold forward on the next for a slow+fast combo.
So that's 27? fireball combinations on gold? 27 or 18. It's a lot. If you count holding the button down to get the 2 hit version there's just too many.

The gold Senkugoshoha can be combo'd after. If you hold up, Gouken can jump for a small air combo.
Holding DF+z is a regular uppercut launcher like you'd see in a VS series.

I have taken away the different strengths of his ultras. Trying to get all the different versions of his specials kept overriding or being overridden by the different ultra levels. I also removed the custom combo activation. The plan is to have such long combos that it's not needed.
BUT, you can hold Forward, or tap, or hold back, on his uppercut ultra(s) to change the distance.
The hurricane kick ultra you can get on the buttons to get 4 more hits out of it. I couldn't decide if I wanted it to move by holding directions so this is what I came up with.

Dashing has an "Ibuki" effect. Same thing with his Kongoshin's. He has an air Kongoshin!
The back dash can be held into a roll. Running forward has the attacks I gave Sagat. Hitting FP will be a double forearm attack, and FK is a spear kick.

I'm sure there's a bit more I'm forgetting about.

I, personally, seem to be running into problems with the EXPLODsive Buffering System, so I'm probably going to gut that out of the character completely. The problems it fixes, is how I've taught myself to play over the years. I bump heads with it when I try to get things really cooking.

https://www.file.io/dLQ1/download/r1xTjCgfIoOg
https://filebin.net/ohdyvu67dalxb772/Gouken718.zip
    

Re: Throws don't deal Damage

 November 23, 2024, 11:36:15 pm View in topic context
 Posted by Odb718  in Throws don't deal Damage (Started by BeastwithFriends June 19, 2023, 10:23:57 pm
 Board: M.U.G.E.N Development Help

@BeastwithFriends: Use Debug (ctrl+d) to view the state's P1 and P2 use during that throw. Then use the targetlifeadd at the timing you think works/looks the best in P1's stateno.
    

Re: Rouge by li_kun & Gatorison

 November 23, 2024, 11:33:48 pm View in topic context
 Posted by Odb718  in Rouge by li_kun & Gatorison (Started by snowy997 November 22, 2024, 08:19:05 pm
 Board: Found Releases 1.0+

Funk's dl worked for me.