YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

*
MarioManX1983 is Offline
Contact MarioManX1983:

MarioManX1983

User

Messages by MarioManX1983

    

Fighter Factory Studio Error

 January 04, 2021, 02:30:38 AM View in topic context
 Posted by MarioManX1983  in Fighter Factory Studio Error (Started by MarioManX1983 January 04, 2021, 02:30:38 AM
 Board: Off-Topic Help

When I first installed FFS it seamed to be working ok. Now I'm getting this error when trying to run any character.

Spoiler, click to toggle visibilty

Does anybody have any idea of how to fix this error?

FFS version is 3.5.6.2021 if that helps.
    

Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)

 May 20, 2020, 07:23:41 PM View in topic context
 Posted by MarioManX1983  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 PM
 Board: Your Releases, 1.0+

I just downloaded the latest build, (3.5.4) for x64 Windows 10 and keep encountering a very annoying bug/crash. The image editor always crashes when I go to save the changes I made to a sprite. I've tried every combo of windows compatibility settings, gave it full control under security settings and run as administrator but nothing works.

The whole program just totally freezes up and I have to close it with task manager.

Dear VirtualTek, If you read this, then please, PLEASE work on making the image editing feature more stable.
    

Re: Helper (SCTRL) 1.0 + 1.1b

 May 19, 2020, 11:28:02 PM View in topic context
 Posted by MarioManX1983  in Helper (SCTRL) 1.0 + 1.1b (Started by Odb718 October 13, 2015, 09:00:46 PM
 Board: MUGEN Class

Helpful little tip, From a Noob 4 Anyone. ;)

Ran into this problem while working on a character.

MUGEN has a limit as to how many helpers can be on the screen at once (configurable in mugen.cfg in the data folder.). So if the limit is reached, no other helpers will spawn/appear no matter what. If the helper in question is stationary and is never de-spawned/destroyed, then it can/will look like only one helper has spawned when really the maximum amount has actually spawned. To help prevent this, you can place the following trigger into your helper state.

Code:
triggerall = !NumHelper(*)

What this trigger is basically saying is; "As long as (triggerall) there are no helpers with the ID of * currently existing (!NumHelper(*)) then spawn the helper with ID *. (Replace the star with the ID number you gave the helper.)

This will make it so that only one instance (or spawn) of the helper will appear during the conditions specified in the other triggers. There by preventing the helper limit from being reached.

Hope this will be of help to all you fine people in the future. :)
    

Re: How to Make Helpers Variable Stay The Same Between Rounds?

 November 17, 2019, 11:06:26 PM View in topic context
 Posted by MarioManX1983  in How to Make Helpers Variable Stay The Same Between Rounds? (Started by MarioManX1983 November 11, 2019, 02:13:53 AM
 Board: M.U.G.E.N Development Help

Nep Heart asked:
Quote
What value is the character's IntPersistIndex set to?

Setting that to Zero, (along with tweaking a few other things), seams to have finally worked. All of the Variables are staying the same between rounds and the helper is acting, (basically), the way I want it.

Thank you very much to Nep Heart and everyone else for there help.

All the code used and explanations on what they do;

Spoiler, click to toggle visibilty

The end result of all that code is a Helper that only appears if the intro was skipped, (Thereby giving the illusion that it never left.), stays on screen and in the proper state between rounds and, if hit by either the player or the opponent by a crouching attack during any round, will fall over to the left if hit from the right and vice-versa and stay knocked over between rounds.
    

Re: How to Make Helpers Variable Stay The Same Between Rounds?

 November 17, 2019, 06:31:42 AM View in topic context
 Posted by MarioManX1983  in How to Make Helpers Variable Stay The Same Between Rounds? (Started by MarioManX1983 November 11, 2019, 02:13:53 AM
 Board: M.U.G.E.N Development Help

I've tried what Cyanide suggested but the Variable is still not staying the same between rounds. It keeps resetting to Zero.

The ParentVarSet Code that I am currently using.

Code:
[State 1914, ParentVarSet]
type = ParentVarSet
trigger1 = 1
var(13) = 10
ignorehitpause = 1
persistent = 1
    

How to Make Helpers Variable Stay The Same Between Rounds?

 November 11, 2019, 02:13:53 AM View in topic context
 Posted by MarioManX1983  in How to Make Helpers Variable Stay The Same Between Rounds? (Started by MarioManX1983 November 11, 2019, 02:13:53 AM
 Board: M.U.G.E.N Development Help

I have been trying to teach myself how to make characters off and on and have run into a problem. No matter what I try, (I have looked all over the Development Help and Mugen Class Boards.) I cannot get a Variable I set up inside a Helper to keep its value from one round to the next. (I'm trying to use this Variable to keep the Helper turned a different way after the first round.)

This is the Variable Code I am currently using.
Spoiler, click to toggle visibilty

I saw in my characters Constants.cns File that, "If you want your variables to persist between matches, you need to override state 5900 from common1.cns." Is this really what I need to do? And if so, then how? Thank you to anyone who can help.
    

Re: Trouble with useing Variables in separate .st files

 July 22, 2019, 01:25:43 AM View in topic context
 Posted by MarioManX1983  in Trouble with useing Variables in separate .st files (Started by MarioManX1983 July 19, 2019, 04:37:55 AM
 Board: M.U.G.E.N Development Help

Have decided to forgo the organization for now. Thank you to all who tried to help.
    

Re: Trouble with useing Variables in separate .st files

 July 20, 2019, 04:46:39 AM View in topic context
 Posted by MarioManX1983  in Trouble with useing Variables in separate .st files (Started by MarioManX1983 July 19, 2019, 04:37:55 AM
 Board: M.U.G.E.N Development Help

In the player.cns file I have,
Spoiler, click to toggle visibilty
and in the Variables.st file I have
Spoiler, click to toggle visibilty
If I call var(20) in the DisplayToClipboard state then the correct number is shown. (1000 in this case.) But if I call var(30) then 0 is displayed.

Just in case, I also tested this out. In the Variables.st file I put.
Spoiler, click to toggle visibilty
and tried to call the var(30) from a special move in the Specials.st file. It did not work, but if I use the same variable only in a -2 state in the .cns file, then it does work.
    

Trouble with useing Variables in separate .st files

 July 19, 2019, 04:37:55 AM View in topic context
 Posted by MarioManX1983  in Trouble with useing Variables in separate .st files (Started by MarioManX1983 July 19, 2019, 04:37:55 AM
 Board: M.U.G.E.N Development Help

I've been trying to teach myself how to make/code characters using Fighter Factory Studio and have been doing fairly well so far. I recently tried moving all of my Variables into a single .st file for organization purposes after looking at P.O.T.S. Ryu character and seeing that the character is able to call/read it's variables from separate .st files.

As you may have already guessed, my character does not seem to work like that.

Vars that are stored in the .cns file or are in the same .st file are read by states in the .st files just fine. But when I try to call/read a var from a different file, Ex.

Spoiler, click to toggle visibilty

It does not get read.

The Display to Clip Board code is in the .cns file. But the var(30) code is in a separate .st file and is coded as a -2 state. When I test run Mugen and activate the debug to look at the Display to clip board it does not display the correct number. (1000 in this case.) It just shows 0. But when I use a var that is in the .cns file it displays the correct number.

P.O.T.S Ryu character has no vars in the .cns file but does have vars all over the place in the .st files and even one in a .txt file and all of those are read just fine during play testing.

So why is my character not doing the same thing?
    

Re: How do I "Anchor" a helper to the opponent?

 June 11, 2019, 03:50:51 AM View in topic context
 Posted by MarioManX1983  in How do I "Anchor" a helper to the opponent? (Started by MarioManX1983 May 27, 2019, 05:29:06 PM
 Board: M.U.G.E.N Development Help

After not having any luck, I have decided to try a different route. thank you everyone for your time and suggestions.
    

Re: How do I "Anchor" a helper to the opponent?

 June 03, 2019, 12:35:42 AM View in topic context
 Posted by MarioManX1983  in How do I "Anchor" a helper to the opponent? (Started by MarioManX1983 May 27, 2019, 05:29:06 PM
 Board: M.U.G.E.N Development Help

Checking in to let you know that I'm still here. :)

Tried both, they did not work but they have given me some ideas to try. Also, it's not the player calling the sparks helper, its the energy beam helper calling the sparks helper. A helper calling another helper. (At least it is now, after I changed it.)
    

How do I "Anchor" a helper to the opponent?

 May 27, 2019, 05:29:06 PM View in topic context
 Posted by MarioManX1983  in How do I "Anchor" a helper to the opponent? (Started by MarioManX1983 May 27, 2019, 05:29:06 PM
 Board: M.U.G.E.N Development Help

I am trying to make a super attack with electric shock properties and can not get the "Sparks" helper to stay with/attach to the opponent.

I've been messing around with the "BindToTarget" Scrtl and tried giving the sparks a collision box but nothing is working.

Spoiler, click to toggle visibilty
    

Re: How to stop a round from ending to early?

 March 07, 2019, 06:00:58 PM View in topic context
 Posted by MarioManX1983  in How to stop a round from ending to early? (Started by MarioManX1983 March 04, 2019, 08:14:54 PM
 Board: M.U.G.E.N Development Help

Thank you, this seams to work.
    

Re: Question about random sounds

 March 05, 2019, 12:56:00 AM View in topic context
 Posted by MarioManX1983  in Question about random sounds (Started by MarioManX1983 March 04, 2019, 11:15:45 PM
 Board: M.U.G.E.N Development Help

Thank you very much. It worked. :)

I modified the code a bit but it seems to do what I want.

Spoiler, click to toggle visibilty

So, Variable 5 generates a random number between 0 to 2 and Variable 6 stores a copy of the value of Variable 5.

The first Play Sound State plays the sound from group 190 and the same number as Variable 5.

And the second Play Sound State plays the sound from group 191 and the same number as Variable 6.
    

Question about random sounds

 March 04, 2019, 11:15:45 PM View in topic context
 Posted by MarioManX1983  in Question about random sounds (Started by MarioManX1983 March 04, 2019, 11:15:45 PM
 Board: M.U.G.E.N Development Help

Is it possible to have a specific sound play according to a previous random sound?

I'm making a Ryu Character with English voice clips from SF4 and 5 and have split his intro quotes into 6 different sounds. (3 different quotes split into 2 parts each.) And have two different "PlaySnd" States to play the quotes at random.

Code:
[State 191, PlaySnd1]
type = PlaySnd
trigger1 = Time = 0
value = 190,random%3

[State 191, PlaySnd2]
type = PlaySnd
trigger1 = Time = 115
value = 191,random%3

The first state, ([State 191, PlaySnd1]), plays the first half of a random intro (Ex. "The Answer Lie's" or "As Long as the path exists") and the second state, ([State 191, PlaySnd2]) plays the second half. (Ex. "In the heart of battle" or "Go beyond the Battle") I'm doing it this way to have more control over how long the pause in between the sounds are.

The problem is that each sound plays completely at random, so I'm getting an intro where Ryu mixes his quotes together. (Ex. "The answer lie's...go beyond the battle.")

Is there a way to code the second PlaySnd state so that the correct sound plays according to what the first PlaySnd state played?

(Ex. If the first state played "The answer lie's" then the second state will play "in the heart of battle." But, if the first state played "As long as the path exists" then the second state will play "go beyond the battle")

Note: I've tried using an ifelse((190,random%3 = 0),0,1) statement in place of the random%3 but Mugen gave an error.

Note: "The answer lie's" is sound group 190,0. "As Long as the path exists" is group 190,1. "In the heart of battle" is group 191,0. "Go beyond the battle" is group 191,1 Etc.
    

Re: How to stop a round from ending to early?

 March 04, 2019, 08:35:01 PM View in topic context
 Posted by MarioManX1983  in How to stop a round from ending to early? (Started by MarioManX1983 March 04, 2019, 08:14:54 PM
 Board: M.U.G.E.N Development Help

[State 170, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = roundnotover

Technically this does work, but using trigger1 = 1 prevents the round from ending until a button is pressed. Is there a trigger for when the sound is finished playing?

Perhaps even a trigger for when the sound is finished playing + 1 second?
    

How to stop a round from ending to early?

 March 04, 2019, 08:14:54 PM View in topic context
 Posted by MarioManX1983  in How to stop a round from ending to early? (Started by MarioManX1983 March 04, 2019, 08:14:54 PM
 Board: M.U.G.E.N Development Help

How do I stop a round from ending to early?

I'm building a character and am testing the "Time Over" animation. The animation plays fine but the round ends and goes to the next round before the characters sound is finished playing.

Is there a way to prevent this transition from happening until the sound is finished playing? And if so, will the code work for "Victory" animations as well?
    

An Odd Bug In Mugen Concerning Zipped Characters

 February 19, 2019, 03:12:01 AM View in topic context
 Posted by MarioManX1983  in An Odd Bug In Mugen Concerning Zipped Characters (Started by MarioManX1983 February 19, 2019, 03:12:01 AM
 Board: M.U.G.E.N Discussion

Hello everyone, I have noticed an odd bug in Mugen that effects Zipped characters. (character.zip) And I have not seen another post about it so I thought I would let it be known.

A zipped character will not display there victory quotes on the victory screens inbetween opponents. Mugen just defaults to its default victory quote specified in its system.def file.

Has this bug never been noticed before? It's not big or anything, I just feel like Mugen should be able to display a characters victory quotes regardless of wheather or not they are zipped.

It likely has something to do with Mugens actual codeing so likely only Elecbyte would be able to solve it. :(
    

Re: Need Help With Dizzy/Stun Codeing

 January 20, 2019, 09:10:54 PM View in topic context
 Posted by MarioManX1983  in Need Help With Dizzy/Stun Codeing (Started by MarioManX1983 December 31, 2018, 01:42:46 AM
 Board: M.U.G.E.N Development Help

I've done it! (sort of) FINNALY!

After seemingly trying everything under the sun and then some and getting no ware. I decided to scrap the opponent dizzy coding for now and instead focus on the self dizzy coding.

At first the only problem I was having was this weird issue where after the character had already been dizzied once before, the "Hit Counter" would count down by 2+ every second or whenever any buttons where pressed or released.

At first I was completely stumped, but, after A LOT of experimenting, a little creative thinking and a little dumb luck. :) I have FINNALY discovered and fixed the problem. For some unknown reason the issue was arising because the character was being placed into the "H - GetHit" state type when dizzied. In order to counteract this, I created a -2 state that resets the character to the "I - Idle" state type whenever the character is placed into the dizzy state. And now, everything seams to be working perfectly. :D

Here is all the code involved.
Spoiler, click to toggle visibilty

I would like to thank all who have offered there help and will now be marking this topic as solved. :D

I would also like to post a reply on the Mugen Class Dizzy Mechanics Post, containing my code along with detailed details for the sake of other newbs like me if I may.
    

Re: Need Help With Dizzy/Stun Codeing

 January 15, 2019, 07:08:02 PM View in topic context
 Posted by MarioManX1983  in Need Help With Dizzy/Stun Codeing (Started by MarioManX1983 December 31, 2018, 01:42:46 AM
 Board: M.U.G.E.N Development Help

Thanks to everyone's efforts, I am now so very close to getting my universal dizzy coding perfect. :)

I now have it to where the "Dizzy Birds" appear over either players heads when they enter the dizzy state and disappear when the Dizzy is over by any means. No clones what so ever.

Now. The only problems I seem to be having are...
1. The "Dizzy Birds" do not lock onto P2. (When I push P2 during a dizzy, the birds stay where they spawned instead of following the opponent.) And yes I have tried BindToParent, BindToTarget, TargetBind, etc.

2. If the player has not yet been dizzied, the "damage counter" counts down normally. (One point every second while the player is not being damaged.) Which is good. However, after the player has already been dizzied once before, the "damage counter" counts down really fast. (Like 2+ points every second or whenever the player moves/attacks.) Which is NOT good.

Here is all the code I am currently using.

The Dizzy Code
Spoiler, click to toggle visibilty

The Dizzy Activator Code For P1.
Spoiler, click to toggle visibilty

The Dizzy Birds Activator Codes
Spoiler, click to toggle visibilty

And Finally, The actual Dizzy Birds Helper Codes.
Spoiler, click to toggle visibilty

We are so close I can almost touch it! :) Let's get these last two hurtles cleared folks! :)