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Mugen menu expanded. (Read 11598 times)

Started by inktrebuchet, September 05, 2016, 07:15:29 pm
Mugen menu expanded.
#1  September 05, 2016, 07:15:29 pm
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I've been away from MUGEN for a second but have comeback with some ideas.

I have found some ways to add a few new features to MUGEN. I am just seeing if you guys have any other ideas for things that could be added.

These all run in MUGEN.

List of ideas I am working on.

Password / New Game menu screen.     
 I just completed this one, I just need to pretty it up before release.
 -(best for full games)
-good for unlocking new characters (adding to roster)

1Player / 2 Player menu screen.             
-To split which categories are choosen.
-Possible to change ai's in team modes too.

Choose your Mugen menu screen.         
-For people with multiple Mugens, this menu lets you choose which which one you want to play.

Save Game / Load Game  menu screen 
-(full game)

Look for updates
-searches for updates online and downloads it for you, if its an updated version. (full game)

Shop menu
-opens url to store



Thanks for any other ideas you guys might have!
Last Edit: September 08, 2016, 11:19:35 pm by ink
Re: Mugen menu expanded.
#2  September 05, 2016, 07:39:34 pm
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can you tell me the ways? I'm curious
I would like to choose the folders where the chars are readen,instead of getting forced to use chars folder.
Re: Mugen menu expanded.
#3  September 05, 2016, 07:51:56 pm
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weel.... this is totally revolutionary
you will use a frontend? .... or is it all in Mugen?

idea: choose your destiny! - As well as the towers in Mortal Kombat 3
Re: Mugen menu expanded.
#4  September 05, 2016, 08:01:19 pm
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It's all done in MUGEN.

I never played much MK, I'd have to study up on those to figure out a way to make them happen. Thanks for that idea!
Re: Mugen menu expanded.
#5  September 05, 2016, 08:09:13 pm
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this is
after you choose your character, this screen appears .... each tower has:
_ a level of difficulty;
_ different warriors
_ different stages

this being editable, the possibilities can be many ... each destiny, a different final boss, for example
Re: Mugen menu expanded.
#6  September 05, 2016, 08:11:31 pm
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That was done because every character was built into 1 character. So the towers, character select screen, and everything in the game are pretty much all coded into the character.
Re: Mugen menu expanded.
#7  September 05, 2016, 08:18:29 pm
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WAIT! But this could double the size of the final game, no? O_O

And how it's possible to make the all characters work in only one... Sorry if this sounds noobish, but it's very curious and nice :D
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Re: Mugen menu expanded.
#8  September 05, 2016, 08:19:53 pm
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(front end would be the best way to go, no need to go through so much trouble)
Re: Mugen menu expanded.
#9  September 05, 2016, 08:27:00 pm
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I'm sorry guys. I only made this thread for suggested menu items.

I've already got a couple of these working with some bat code I put together. Making it work isn't a problem.

MK tower could be done using this but after looking into it, it's totally not worth it and would involve editing many full screen sprites for each character. So not realistic for this method.
Re: Mugen menu expanded.
#10  September 05, 2016, 08:29:01 pm
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WAIT! But this could double the size of the final game, no? O_O

And how it's possible to make the all characters work in only one... Sorry if this sounds noobish, but it's very curious and nice :D

this has been done before ..... look MK2 Mugen by juano16
Re: Mugen menu expanded.
#11  September 05, 2016, 11:15:54 pm
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I'm interested in the unlocking new characters part for my full game, I would love to include that
Re: Mugen menu expanded.
#12  September 07, 2016, 03:32:58 am
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Impressive, but not everything is a bat or right?

If the case is all done in a Bat, interested me Save / Load the game.

You unlock characters in Bat interests me that way I perform, if I recall the user @nimpos has accomplished in his game, also achieving what sava / load in Bat but ended by passing a python.

Here a reference to save / load, which works the same for unlock characters, how to get the code would suffice to add a explod on characters by winning a battle in the arcade.

http://www.emudesc.com/threads/sistema-de-password.586372/

The rest left me impressed, I had not seen before.

Idea: Being able to change the language of the screenpack from a separate menu.

Sorry my bad english, use Gugul translate, XD
Re: Mugen menu expanded.
#13  September 07, 2016, 07:33:34 pm
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Gallery for characters arts and a true story mode!
One day someone will rip the Inuyasha stages... Not today nor tomorrow, probably not even in this decade. But you know, someday... :')


Did you play the new
Spoiler, click to toggle visibilty
Re: Mugen menu expanded.
#14  September 07, 2016, 08:04:49 pm
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-Optional animated portratis a-la SFA1-3 with ability to shose playing animaion for unselected and selected character.
-Defenetely some difference between P1 and P2 selects.
-Ability to unlock locked characters.
-There is no need in full story mode for me, but it could be great to ba able to make on N-th round appear SPECIAL enemy for SPECIAL character (Yes, yes, yes. I wanna to Set Up My Rivals. XD).
Good luck, man.
Re: Mugen menu expanded.
#15  September 08, 2016, 11:16:02 pm
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Gallery for characters arts and a true story mode!

I like the Gallery idea!
Gallery menu for characters art is possible to add to MUGEN menu. The gallery would just need to made as a character, then my menu code could open it.

-Optional animated portratis a-la SFA1-3 with ability to shose playing animaion for unselected and selected character.
-Defenetely some difference between P1 and P2 selects.
-Ability to unlock locked characters.
-There is no need in full story mode for me, but it could be great to ba able to make on N-th round appear SPECIAL enemy for SPECIAL character (Yes, yes, yes. I wanna to Set Up My Rivals. XD).
Good luck, man.

The only way I can think to make Optional animated portraits is to make the character-select screen out of 2 characters. I can only think of a way for this to work in MUGEN 1.0. To do this one I would need an experienced MUGEN coder to help me. as I'm not great at making characters.

I have found at least one way to make an unlock character feature in MUGEN 1.1b, it uses a password menu in MUGEN. I'm just testing everything out on it now and looking for other ways to make an unlock feature. (actually unlock a whole new roster if wanted)

All of these are pretty much made for full games though.

Last Edit: September 08, 2016, 11:34:59 pm by ink
Re: Mugen menu expanded.
#16  September 08, 2016, 11:17:15 pm
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Gallery for characters arts and a true story mode!

I like the Gallery idea!
Gallery menu for characters art is possible to add to MUGEN menu. The gallery would just need to made as a character, then my menu code could open it.

Oh my God, if you can figure out how this can be implemented, I will love you forever, and guarantee you it's usage in my own project. :D
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Re: Mugen menu expanded.
#17  September 09, 2016, 12:34:41 am
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WHAT?!! :wtf:

 :bison: :bison: :bison: :bison: :bison:
Besides unlockable chars, I always tought if a gallery mode was possible would be so great, full games with MUGEN would be so richer.
It's simple but helps on the replay factor. Reminds me the 1st MVC, when I was a child I liked to see the arts as trophies.
I hope it be possible on 1.0 too.
One day someone will rip the Inuyasha stages... Not today nor tomorrow, probably not even in this decade. But you know, someday... :')


Did you play the new
Spoiler, click to toggle visibilty
Re: Mugen menu expanded.
#18  September 09, 2016, 12:55:42 am
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The password unlock thing is what I've needed for like ever.
This is Glorious!
Re: Mugen menu expanded.
#19  September 09, 2016, 01:12:49 am
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I'm both baffled and intrigued by this but I think I am vaguely understanding how you're doing it and it's pretty cool.

A lot of what you are talking about was stuff I was planning to do a front end for, pumped to see how you make this magic happen via a script+character(s). I'll be lurking your thread in the future and messing around with some of the ideas you and others posted at some point, looking forward to what you come up with! Good luck!
Re: Mugen menu expanded.
#20  September 10, 2016, 02:24:03 am
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Hi...

My progres in thats type of systems..or ok.. old systems xD

Pasword (Bat)

Story mode and save systems and automatic chars unlocked (Bat and python graphic)

Other..

interactives.

and that

Main systems

Store on mugen

animated portraits

Map of misions

Unlocked chars
Re: Mugen menu expanded.
#21  September 11, 2016, 04:51:08 pm
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Hey, those are really nice Nimpos1! Mine are a little different since I am trying to only use MUGEN and bat files. I am trying to avoid the multiple windows or at least hide that multiple windows are opening/closing.
Re: Mugen menu expanded.
#22  September 11, 2016, 10:17:31 pm
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Password / New Game menu screen.     
 I just completed this one, I just need to pretty it up before release.
 -(best for full games)
-good for unlocking new characters (adding to roster)

1Player / 2 Player menu screen.             
-To split which categories are choosen.
-Possible to change ai's in team modes too.

Choose your Mugen menu screen.         
-For people with multiple Mugens, this menu lets you choose which which one you want to play.

Save Game / Load Game  menu screen 
-(full game)

Look for updates
-searches for updates online and downloads it for you, if its an updated version. (full game)

Shop menu
-opens url to store



Thanks for any other ideas you guys might have!

1. One way I would try (I did) happen is if you put the character password in a specific character's ending and then use the password to unlock said character in the char folder and reboot mugen (close & reopen it). Besides that I'm really all eyes and ears because this would be a good idea but I dont even know people who coding prowess is that great or if Electbye would release a code for some of these ideas (Specifically the last three ideas) either way this is good stuff.
Re: Mugen menu expanded.
#23  September 11, 2016, 10:26:02 pm
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Hey, those are really nice Nimpos1! Mine are a little different since I am trying to only use MUGEN and bat files. I am trying to avoid the multiple windows or at least hide that multiple windows are opening/closing.
Very interesting what you are doing man, ive been searching a way to do exact the same for my fullgame named nvp
This surely should be something to be worked on !
Re: Mugen menu expanded.
#24  September 12, 2016, 01:16:54 am
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Hey, those are really nice Nimpos1! Mine are a little different since I am trying to only use MUGEN and bat files. I am trying to avoid the multiple windows or at least hide that multiple windows are opening/closing.


If you are do with bat , ahh a script is enough for hide the console, but the mugen quick battle is necessary opne/close the mugen , in mugen 1.1 is imposible thats systems ( if this system  not require open/close the mugen, is posible in 1.1) in 1.0 is posible all, ok in python equal hide the  console ... is easy, in the videos the console is visible for the debug and for what i coding and edit...but you can hide

V. Junior: that metod
This method is outdated and dysfunctional prefer the automatic use or password case of 1.1 developed through graphical programs in python

Blackscale299: y make a tutorial...



and ok, system save slot..




Last Edit: September 12, 2016, 01:21:35 am by Nimpos1
Re: Mugen menu expanded.
#25  September 12, 2016, 01:31:27 am
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This is very good Nimpos1! We're doing almost the exact same thing.

I am not so great with Python though so I am trying to use MUGEN as the GUI. Are you able to get your Python GUI to work with the button configuration of MUGEN? We should really compare notes on this work and see what we can come up with.
Re: Mugen menu expanded.
#26  September 12, 2016, 01:35:33 am
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The Mugen to be compiled can not be changed, the only thing is to use the data to an external battle menu and use the Mugen only for fights, the system as such would make a screenpack in another language