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In-game Transformations into Other Characters (Read 34425 times)

Started by SSJKJ, October 26, 2014, 03:11:40 am
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In-game Transformations into Other Characters
#1  October 26, 2014, 03:11:40 am
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YO!!!!!!!!!!!
I'm new to Mugen and stuff, and I already have a question.

1) What versions of fighter factory should I be using with Mugen 1.0 characters?
2) Is there a way to make a character transform into another character using that said version? Such as Goku Z2 into SSJ Goku Z2?

That's two questions actually xD.

Any help is most appreciated!

Thanks,

SSJKJ
Re: In-game Transformations into Other Characters
#2  October 26, 2014, 05:38:15 am
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I'm curious about this too.. Is there a trigger or sctrl to switch def files  :???: I know you can switch palettes and sffs.. but this I'm not so sure.
Re: In-game Transformations into Other Characters
#3  October 26, 2014, 05:43:56 am
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In response to OP:
1. FF3
2. It's... not as easy as opening up a program.

In response to the previous post, no, there isn't.
Re: In-game Transformations into Other Characters
#4  October 26, 2014, 06:51:18 am
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Re: In-game Transformations into Other Characters
#5  October 26, 2014, 06:51:56 am
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You can't switch SFF's.
Re: In-game Transformations into Other Characters
#6  October 26, 2014, 06:53:30 am
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Thought as much :/
Re: In-game Transformations into Other Characters
#7  October 26, 2014, 07:47:49 am
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In theory it should work, it would coincide with RemapPal
Re: In-game Transformations into Other Characters
#8  October 26, 2014, 08:00:26 am
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There's no SCTRL or anything of the sort for it.
Re: In-game Transformations into Other Characters
#9  October 29, 2014, 10:44:58 pm
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Gouketsuji sisters and Neogouki's/LuvlyAngel's KOF Newfaces Team have a word to say to you, people...

"Switch" between characters can be possible in MUGEN, but it's very difficult to do and very few creators achieved it with success. It's A LOT of coding (and helpers, and var(x) and so on) to do, and both characters' sprites and anims should be in the same SFF and AIR respectively. In the case of Z2's Goku (normal and SSJ), you probably have to remake SFF to add both characters into one, then remake the anims in AIR and make a code to change them between the fight

And before you ask: NO. It's impossible to pick 2 already created characters and make the thing you want. If you want to create a character that can switch during the fight, you've to create by yourself.

I hope this helps ;)
Re: In-game Transformations into Other Characters
#10  October 30, 2014, 04:50:11 pm
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The problem with that basara is that if goku gets custom stated he wont be "ssj" anymore. It would look really tacky and that's why people have never gone that far with the concept.
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Re: In-game Transformations into Other Characters
#11  October 30, 2014, 05:10:13 pm
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That's why I said that few people achieved it. In most of cases I saw about that, the "transformation" should stop if the character is in a gethit state, but I know cases when it's by time instead hit and the character has custom gethits for his/her alternate self

Other case I forgot was NGBC Yuki and his Atomic Boy transformation, also the change of gameplay and basics (but gethits), mostly seen in KOF, in Korea Team, especifically (May Lee and Jhun Hoon) and in Street Fighter series in the form of Gen
Last Edit: October 30, 2014, 05:13:27 pm by Basara Dandy
Re: In-game Transformations into Other Characters
#12  November 07, 2014, 06:46:28 pm
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In game transformations aren't too bad. However, you are basically coding two characters at that point. You have to fully flesh out your base character, then go through the motions for your transformed character as well.

The one major flaw with transformations as the two above me said, is that when the transformed character is put in a custom state, they will use the untransformed sprites. There isn't a practical way around this, BUT, what I did in my character smooths the transition.

Whenever the transformed character goes into a custom state you can flash the screen and add small FX to your character (energy leaving them, etc.) under a helper or state -2, so that it looks like they were forced to detransform by losing power. Then when they come back into their own states (transformed animations, etc.) have the special FX reverse, so it looks like they gained power back and retransformed. That's the best solution I could come up with for the transformation flaw.
Re: In-game Transformations into Other Characters
#13  November 08, 2014, 03:11:28 am
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Every other solution put forward needs cooperation.

Probably the least intrusive which doesn't need a variable was one E came up with some time ago. Where you actually include each required animation in your .air file. That way the person at the other end can do changeanim if anim = blah, without it buggering up. You would not then use an animation, but assemble it with changeanim2's. The transformee needs them as well for each transformation, but that's something you'd do anyway.

It still requires people to start coding like that. If there is no willingness to set aside a variable it's unlikely to happen.


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Re: In-game Transformations into Other Characters
#14  November 08, 2014, 03:29:45 am
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Wow Cyanide you're still around?

Also, I've never seen that solution around although it makes sense. Can you point out any chars that exist today with E's method implemented?
Re: In-game Transformations into Other Characters
#15  November 08, 2014, 03:56:31 am
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Nope, nobody has done it. It's time consuming. The person would have to make 30 or so special animations, and then any custom state is done with a bunch of changeanim2's rather than a single one. It doesn't screw your variables round or require a community variable for it.

Does require the transformations to use a constant + 10000 for all the anims though.


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Re: In-game Transformations into Other Characters
#16  November 09, 2014, 05:12:08 pm
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Every other solution put forward needs cooperation.

Probably the least intrusive which doesn't need a variable was one E came up with some time ago. Where you actually include each required animation in your .air file. That way the person at the other end can do changeanim if anim = blah, without it buggering up. You would not then use an animation, but assemble it with changeanim2's. The transformee needs them as well for each transformation, but that's something you'd do anyway.

It still requires people to start coding like that. If there is no willingness to set aside a variable it's unlikely to happen.
That would only help with the required animations.
But what if an opponent sets the character in question into a custom state (this can happen to almost every regular throw)? Then, E's idea wont work.
Re: In-game Transformations into Other Characters
#17  November 09, 2014, 08:01:03 pm
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you have no idea what you are talking about, re-read cyanide's posts.
Re: In-game Transformations into Other Characters
#18  November 09, 2014, 10:19:47 pm
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Every other solution put forward needs cooperation.

Probably the least intrusive which doesn't need a variable was one E came up with some time ago. Where you actually include each required animation in your .air file. That way the person at the other end can do changeanim if anim = blah, without it buggering up. You would not then use an animation, but assemble it with changeanim2's. The transformee needs them as well for each transformation, but that's something you'd do anyway.

It still requires people to start coding like that. If there is no willingness to set aside a variable it's unlikely to happen.
That would only help with the required animations.
But what if an opponent sets the character in question into a custom state (this can happen to almost every regular throw)? Then, E's idea wont work.

I think he knows what he's talking about (and doing)
Re: In-game Transformations into Other Characters
#19  November 10, 2014, 03:23:59 am
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He did miss the point, actually.

The proposed solution is hardcoding sprite calls as individual animations and calling them using ChangeAnim2. This would require programming special throw animations frame-by-frame and manually animating them using time triggers.

Changing the required animations in non-custom states has never been a problem and is trivial.

In a way this is making up for what a "ChangeSpr" controller would do.
Re: In-game Transformations into Other Characters
#20  November 10, 2014, 05:16:23 am
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Wow Cyanide you're still around?

Also, I've never seen that solution around although it makes sense. Can you point out any chars that exist today with E's method implemented?

the characters are private , I am pretty sure i mad a tutorial/post explaining the method, but it's most likely lost in time, you have something like:

[anim 5000000]
5000,000,etc..
[anim 5000010]
5000,010,etc...

etc..

in the air file

then in your required animations instead of calling your own animation that plays all the frames as a single anim, you call frame by frame:

that way the target can have empty getg hit animations and call explods overlays as he will know exactly which sprites are showing.

sry if some "code" comes out weird, I have not done mugen stuff for years now.