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Odb718

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Messages by Odb718

    

Re: Trying to use AI Generator on Gudine's Sumireko and Futo

 May 07, 2022, 04:16:02 AM View in topic context
 Posted by Odb718  in Trying to use AI Generator on Gudine's Sumireko and Futo (Started by Isabell_128 April 18, 2022, 08:36:19 PM
 Board: M.U.G.E.N Development Help

We would need a lot more specific info.
One thing you might be able to use is Fighter Factory 3's built in check system.
Open up the character in FF3. You'll either see a Red (X), a green Check in a circle, or a yellow ! in a triangle. You can click that icon and FF3 will take you to the errors if there are any. This may be a way to track down some errors.
    

Re: Uru's Konoha and Ali's Mizuki's rage explosion not activating

 May 07, 2022, 03:41:17 AM View in topic context
 Posted by Odb718  in Uru's Konoha and Ali's Mizuki's rage explosion not activating (Started by Macaulyn97 April 26, 2022, 10:04:11 PM
 Board: M.U.G.E.N Development Help

This problem may all come down to your keyboard. It's called "Rollover". You keyboard wont allow you to press certain combinations of keys all at once.
You can edit the character's CMD file to make it so the move only requires 2 keys pressed at one time.

This is a small example of how to make a 3 button special move into 3 different commands
Code:
[Command]
name = "tatsunoko"
command = ~B, DB, D, DF, F, a+b+c
[Command]
name = "tatsunoko"
command = ~B, DB, D, DF, F, a+b
[Command]
name = "tatsunoko"
command = ~B, DB, D, DF, F, b+c
[Command]
name = "tatsunoko"
command = ~B, DB, D, DF, F, a+c
In the long run the special can be performed easier with just the two button presses. But it helps with people playing on keyboards.
    

Re: P1 be on top of its helper (own plataform)

 May 03, 2022, 10:57:44 PM View in topic context
 Posted by Odb718  in P1 be on top of its helper (own plataform) (Started by DG April 23, 2022, 02:59:50 PM
 Board: M.U.G.E.N Development Help

It should be an easy thing to do.
You'd need a horizontal check in Statedef -2, and probably -3.
But you'd switch to the falling state if you're outside the width of the box and your pos y isn't 0 and you're in states 0 - XXXX.
(I think it's 40-something for falling. It's been a while since I've looked that up.)
You'd set the XXXX value to standing and crouching moves.

You'd make a custom landing state for the box and switch it to state 0 once it lands. You'd just do a velset y to 0 and posset y to the height of the box.
If you can jump from "under" the box you'd want to make sure your velocity was going down or close to it.

For both of those checks I'd use a couple triggerAll so mugen isn't checking it too hard every tic.

You could also have a changestate set up inside your walk forward and backwards and dash moves to fall if it's outside of the box and the right Y height.
    

Re: Contributor Suggestion Thread

 April 24, 2022, 11:38:35 PM View in topic context
 Posted by Odb718  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 AM
 Board: Feedback

@Troy99: & @pulloff: have Blue names and purple stars now. Both have a super high concentration of contributationings vs normal postings.
    

Re: Editing Aiduzzi's Sprites

 April 16, 2022, 09:11:42 AM View in topic context
 Posted by Odb718  in Editing Aiduzzi's Sprites (Started by All-Star Platinum April 15, 2022, 03:55:26 AM
 Board: M.U.G.E.N Development Help

Usually if you edit a character, it's fair game. But people do expect to be mentioned.
If you do a large enough edit most people will consider it 90% yours.
Some people have become sour when dealing with another person stealing their work. That's usually not the case.

ALL sprite edits are welcome. Post whatever you got here
https://mugenguild.com/forum/topics/spritesheet-expansion-thread-146532.0.html
See if you can DRAW inspiration from that thread. (see what I did there???)
    

Re: How can I adapt new Sprites to a char

 April 15, 2022, 06:49:23 PM View in topic context
 Posted by Odb718  in How can I adapt new Sprites to a char (Started by Charles_2011 April 13, 2022, 05:24:43 AM
 Board: M.U.G.E.N Development Help

Could you  help me with this, please?
You haven't applied palette 1,1 to those sprites as it's palette yet. Your palette is 1,40.
Go to the sprite, see if it changes palette numbers. Slide it to 1,1 and hit the last button above the palette; The floppy disc on top of the image and program icon.
Switch what sprite you're looking at. Then go back to the new sprite and see if it's on palette 1,1.
Save.

    

Re: How can I adapt new Sprites to a char

 April 13, 2022, 12:14:06 PM View in topic context
 Posted by Odb718  in How can I adapt new Sprites to a char (Started by Charles_2011 April 13, 2022, 05:24:43 AM
 Board: M.U.G.E.N Development Help

There would be a couple ways to do it. Two, really, but one would be the easier.

I'd suggest using your color edit to it's full potential. Change the colors of your character to very distinct colors. Save it as index 1,87 or another number not used you'll remember. Make sure it DOES NOT HAVE DUPLICATE COLORS.
Once you have all the crazy colors on the sprite you want, Apply the new crazy palette to the sprite you want. IF it's a group, you can do the entire group all at once.
Spoiler, click to toggle visibilty
This one is indexed as 7,18. It wont matter.

Open the new character you want to take parts from and import JUST the sprite you edited to the crazy new palette. When you import it, don't force or change the palette. Allow FF3 to import the crazy palette. Take note on the new palette's index. it's probably going to be something like 0,13 or another number starting with 0.
Scroll to the new character's image(s) you want to copy. Then use Advanced Palette Editor (Ctrl+P) to view that sprite. It's palette will probably be 1,1. Use the scroll bar to scroll all the way right to the new palette (0,13). If it's not all the way to the right, find it in the list.
In the left side of the palette, highlight ALL of the colors and send them to the right.
Spoiler, click to toggle visibilty
Scroll back to the new images palette (1,1). You'll need to know which of the crazy colors correspond to the new sprites image.
You have to send each color from the right to the left, into their proper location.
Spoiler, click to toggle visibilty
You can see in the image that I got lucky and the colors for the clothing are in the right order, so I can just send all 5 colors at once.
Do just 1 chunk of the colors and then use the 3rd icon on the top row, the 2 floppy discs, to save it as a new palette as something like 7,18.
Exit Advanced Palette editor. You're not done editing the colors just do it. It's going to help FF3 out.
Scroll to your crazy paletted image, and open up Advanced Palette Editor again. Copy the colors over to the right side.
Scroll to the sprite you're trying to copy and then find the new palette 7,18. It should be all the way to the right.
The sprite you want to copy should look normal, but with the updated color change.
Continue to swap over the colors until you've done 100%. IF you're not comfortable moving every color all at once, you can do it in chunks just like the first time. Except
Use the bottom left button, the first icon in the fourth row, to save the current palette. You wont have to use the same button as before to save the changes to the palette.

Once you have all the crazy colors on the sprite you want, Apply the new crazy palette to the sprite you want. IF it's a group, you can do the entire group all at once.
Spoiler, click to toggle visibilty

In your main character, use the Import from another project, under Sprites in the Project/Edit/View/..., (Ctrl+Shift+i)
In that pop up, put in the group you want to import.
Spoiler, click to toggle visibilty
And use the EXCHANGE option under Palette. I always click Renumber and click Add, but I leave the value at 0 because FFU would have errors if you didn't. If you get an error because that group is already being used, Change it however you want.

Your main character should now have the new sprites as the crazy palette. Scroll to your normal palette, 1,1, and see if things look good.



For this "tutorial" I didn't use the crazy colors from one image to the next. The images are just a small reference.
This should be all of the steps you need. But it's 6:15am and it's Sleep:30.
This is basically the tutorial I was going to post here
https://mugenguild.com/forum/msg.2315671
it's only taken 5y for someone to ask this question lol.  I might make this a little more clear and update that thread soon.
    

Re: Roberto - Rival Schools/Project Justice ALPHA

 April 13, 2022, 02:06:41 AM View in topic context
 Posted by Odb718  in Roberto - Rival Schools/Project Justice ALPHA (Started by Odb718 February 26, 2015, 09:28:51 PM
 Board: Projects

    

Re: Roberto - Rival Schools/Project Justice ALPHA

 April 12, 2022, 08:13:23 AM View in topic context
 Posted by Odb718  in Roberto - Rival Schools/Project Justice ALPHA (Started by Odb718 February 26, 2015, 09:28:51 PM
 Board: Projects

    

Re: Contributor Suggestion Thread

 April 09, 2022, 11:35:46 AM View in topic context
 Posted by Odb718  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 AM
 Board: Feedback

    

Re: Roberto - Rival Schools/Project Justice ALPHA

 April 09, 2022, 01:45:20 AM View in topic context
 Posted by Odb718  in Roberto - Rival Schools/Project Justice ALPHA (Started by Odb718 February 26, 2015, 09:28:51 PM
 Board: Projects

"At this point use AutoCLSN," I don't think I've ever seen that option. Please let me know how to do this.

"Aside from CLSN feedback, what help do you need?" I was actually hoping someone would help make clsn boxes for me. For specials and helpers n whatever.  Just anything/everything honestly. Roberto is playable, but mainly because I just did attack boxes for all the moves. There aren't any sounds or FX in the char yet. I'll upload him when I get home from work tonight. (in like 8h)
If anyone wants to gut it and make "standard" hitboxes for him, I've got no problem with that. If you want to do 50/50 and see which ones work better, that's cool too.
But I feel timing and other feedback is what I'm looking for too. He's very.. slide-y?
Spoiler: CLSN Box arguements (click to see content)

----
I've uploaded the current state of Roberto here
https://www.sendspace.com/file/rvd956
If you guys just want to make palettes or anything, All help is welcome.
    

Re: Spritesheet Expansion Thread

 April 08, 2022, 12:39:36 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

    

Re: Roberto - Rival Schools/Project Justice ALPHA

 April 05, 2022, 11:42:27 PM View in topic context
 Posted by Odb718  in Roberto - Rival Schools/Project Justice ALPHA (Started by Odb718 February 26, 2015, 09:28:51 PM
 Board: Projects

not being able to hit the back foot of that gouki sprite is such a strange edge case. 
You really don't notice how bad capcom boxes are until you switch to something better. Once you do, you'll see the edge cases ALL the time.

@AlexSin 4 would be the same sprite but black and white used as an alpha channel.
3 gets close to an example I'll make from the video PotS posted
2 Isn't terrible but if you look at
1 you can't tell that the leg box is more than just the leg box.
Spoiler, click to toggle visibilty
These have multiple boxes that stretch, usually, to another side of the character. 28, the middle sprite, you can see his wrist is actually his butt, or part of it. His bicep helps round out his back. Things like that.
The reason why I do it like this, if if you look
Spoiler, click to toggle visibilty
You can see that I TRY to make as much as you CANT hit, you can hit AIR. I try to make things even for both P1 and P2.

Those edge cases; Why you guys feel like this
Spoiler: 3 Example (click to see content)
is acceptable, idk. In my version, both Ryus miss. I don't see why it should be any different. If you were to measure that gap irl, it's probably 10 inches away.
Why should anyone be allowed to kick air and hurt the other person?? Like not a special move but a basic attack? Simplicity? Uniformity?? So you want a basic game where the players are just skins of 1 character???  It makes it fair? THAT^^^ is fair to the person throwing the punch?


Spoiler, click to toggle visibilty
This is how I probably would have these boxes for both sprites. WAY different.


But does anyone want to help with Roberto in any capacity???
    

Re: Zero-Sennin's Reimi knocked down bug

 April 05, 2022, 10:51:08 PM View in topic context
 Posted by Odb718  in Zero-Sennin's Reimi knocked down bug (Started by snowy997 March 29, 2022, 11:26:59 PM
 Board: M.U.G.E.N Development Help

Press Ctrl+D and find out what state she's in. You'll need to make a Change/Self State, or fix the Changestate/SelfState that's there.
There will be numbers in the bottom left of the screen. Use those to find out the StateNo.
    

Re: Roberto - Rival Schools/Project Justice ALPHA

 April 04, 2022, 10:15:33 PM View in topic context
 Posted by Odb718  in Roberto - Rival Schools/Project Justice ALPHA (Started by Odb718 February 26, 2015, 09:28:51 PM
 Board: Projects

No offense, I really like your stuff PotS, but My hit boxes are a sore spot around here.
Plus There's a HUGE difference between a Ryu and a Roberto sprite. I know zooming out can have them sized similarly, but my point is,
Spoiler, click to toggle visibilty
Akuma has 7 frames for his 210, Roberto has 50 unique* frames for 210. And I didn't even choose these sprites on purpose. I'd recently dl'd your update, slid to an animation, and then compared to Roberto. But it's just over 7x the amount of work minimum. What you get done in a day would take a week on Roberto. I also usually use 4 to 6 boxes a sprite, not 2.
I haven't been JUST working on Roberto over the last 7 years lol. I think I've release 18 characters and a few stages?

I'm glad to see you're active on the forum again. It was a pleasant surprise to see you commented.

Btw, I DO use the standing hitboxes a lot. Usually the last 5 or 6 frames of an animation is Roberto returning to neutral so they're usually close enough to get away with using the 0's boxes.
    

Re: How do i disable Master Steve's auto ai?

 March 30, 2022, 08:48:54 AM View in topic context
 Posted by Odb718  in How do i disable Master Steve's auto ai? (Started by snowy997 March 19, 2022, 07:29:09 PM
 Board: M.U.G.E.N Development Help

Look inside the cmd file. That's usually where AI is set up. You might need to check StateDef -2 and -3.

You might be able to tell the difference between where the human inputs are and where AI change states are just by reading it.
How characters set up their AI is sometimes similar, sometimes way different.
Look for inputs that don't look like you could do it. Sometimes it's a long string of commands with
time = 1
so a person can't get the command off. You'd have to extend that combo out so the AI doesn't take control.
    

Re: Zero-Sennin's Reimi knocked down bug

 March 30, 2022, 07:55:42 AM View in topic context
 Posted by Odb718  in Zero-Sennin's Reimi knocked down bug (Started by snowy997 March 29, 2022, 11:26:59 PM
 Board: M.U.G.E.N Development Help

One thing you'll need to test is her clsn.
Press CTRL+C a couple times. She should get blue boxes around her. Then knock her down. See if the boxes are still blue, or light blue, or not there at all.
    

Re: Roberto - Rival Schools/Project Justice ALPHA

 March 30, 2022, 05:38:21 AM View in topic context
 Posted by Odb718  in Roberto - Rival Schools/Project Justice ALPHA (Started by Odb718 February 26, 2015, 09:28:51 PM
 Board: Projects


I'm doing a tiny bit of work on Roberto. The hit boxes take up the most amount of time.
SO! If anyone wants to help out, I'll upload Roberto and we can work on the hitboxes together to try to get through this.

I've finished 86 of 145 animations. On average, I'd say each animation has 20-25 frames. I'd say each animation takes around 20mins to cover with hit boxes. Doing 3 an hour sucks.

Anyone interested in helping out???
    

Re: (I'm new) My Explod does not work on a specific condition

 March 09, 2022, 04:29:48 PM View in topic context
 Posted by Odb718  in (I'm new) My Explod does not work on a specific condition (Started by Akayashi February 21, 2022, 01:47:19 AM
 Board: M.U.G.E.N Development Help

When I'm having a TON of problems making an animation appear, I do a very simple test. I just make my light punch display that animation.
If the animation shows up, then I know it works. You can use anything that you know works to test the animation in mugen in game.

For your problem Placement might be an issue. You need it to spawn on P2. You should try calling the helper using light punch or something easier to test with.

What does this mean "(the explod animation is already set and I also set the animation number for the explod)"
Is the explod animation that the move uses, already being used by another move?

If it's a helper having problems, again you can try to call that helper using light punch or a move you can easily activate.
Also, you may not know about Debug. Press Ctrl+D while the helper is active. You'll have to cycle through the active players using Ctrl+D. Press it a bunch of times. like 15. You'll see that it goes through ALL the players that are active. Including helpers. If it's just P1 and P2, it will show those 2 then turn off, then go back to P1. So get to the end of the list. Do the move to call the helper, and while you know it's active press Ctrl+D and it should switch to it. Once the helper is over, the debug should let you know. This way you can kind of watch what happens to the helper. If it even spawns or not.
Something may make the helper automatically end. Make sure the helper is being spawned and stays alive when it should be active. You may want to edit out the changestate or destroyself that is ending the helper just to see if it appears.
    

Re: Making a mugen character i'm a beginner

 March 09, 2022, 12:41:50 PM View in topic context
 Posted by Odb718  in Making a mugen character i'm a beginner (Started by Tenma_1 March 07, 2022, 01:38:26 AM
 Board: M.U.G.E.N Development Help

So you definitely want to follow this tutorial
https://mugenguild.com/forum/topics/use-fighter-factory-3-make-palette-fast-177794.0.html
I honestly cant believe there's no "DW" Ken Masters out there.

You may want to read this
https://mugenguild.com/forum/topics/mugen-101-things-you-need-know-169758.0.html
and look over Mugen Class >>> https://mugenguild.com/forum/topics/the-mugen-docs-master-thread-168949.0.html

But do yourself a HUGE favor and read the HitDef in Mugen Class. It'll teach you a ton of stuff that will help for forever.