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SUPERSMASH BROS MUGEN (Read 20182 times)

Started by alexjdj, March 13, 2008, 12:12:20 am
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HOW DO YOU MAKE PEOPLE FALL OFF IN MUGEN?

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Re: SUPERSMASH BROS MUGEN
#21  March 14, 2008, 06:04:45 am
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Looks like MT took the time to advertise his project in someone else's project thread.

Also, this is, like, the second time someone threw in a bunch of characters in a Smash Bros. themed Mugen. However, the first one at least disabled automatically facing other characters, and the guys behind it said they didn't know what they did, and apologized (at least in Judgespear's forum).
Quote
Imagine a zanguief runing to attack ryu, ryu does a quick+kind of weak fast punch and hit the chest of zanguief, will this punch be enough to zanguief say/think \"oh no, this punch hurted a little, I better stop the attack and put my hand on my chest to help contain the pain while ignoring if ryu is going to make other attacks now"


Cenobite 53 said:
If someone isn't able to get girls laid, why buying this exorcist needing piece of retardet piece of bullshit an not wisiting his local red light district. For that money he could  :hump: tons of hookers.
Re: SUPERSMASH BROS MUGEN
#22  March 14, 2008, 05:15:38 pm
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I say you keep smash bros AS smash bros. It just doesn't work well w/ sprites like SF or KOF, guilty gear, etc. IMO

i have to disagree, i have not seen anything in smash bros that really requires 3d models.
Re: SUPERSMASH BROS MUGEN
#23  March 14, 2008, 08:07:16 pm
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The gameplay, and the fact that you're sent flying away in a cartoonish fashion doesn't work with more realistic spritage that you're used to seeing in serious FGs.

I, like him, don't buy it.
Re: SUPERSMASH BROS MUGEN
#24  March 18, 2008, 03:41:14 am
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i'm not sure why i never noticed this topic untill now.. anyways, yourwelcome for my horrible stages? be sure to pick up final destination brawl version in the release section.

also i think the best way to simulate Super Smash... would be editing the characters with knock out attacks, based on HP.

and have the screenbound and dont follow the opponent when there hp is lower than 90% (hurt) when the opponent reachs a certian distance off screen he will play a explosion animation and instantly lose.

of course this is just my theory i have no actual coding idea for this.. well i kinda do but its far to complex for me to really code it.. (i dont fully understand screenbound,width , etc ,etc)
Characters := http://www.mediafire.com/folder/kx11h6lcbbqj1/Characters
Stages := http://www.mediafire.com/folder/xy7wk5q9qka62/Stages

Projected Character Forcast := FighterZ Android 18 , FighterZ Vegeta , FighterZ Goku.
Re: SUPERSMASH BROS MUGEN
#25  March 26, 2008, 12:17:50 pm
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i'm not sure why i never noticed this topic untill now.. anyways, yourwelcome for my horrible stages? be sure to pick up final destination brawl version in the release section.

also i think the best way to simulate Super Smash... would be editing the characters with knock out attacks, based on HP.

and have the screenbound and dont follow the opponent when there hp is lower than 90% (hurt) when the opponent reachs a certian distance off screen he will play a explosion animation and instantly lose.

of course this is just my theory i have no actual coding idea for this.. well i kinda do but its far to complex for me to really code it.. (i dont fully understand screenbound,width , etc ,etc)

How about a damage modifier depending on HP, the higher the damage the futher the character is flung. And the less HP the less distance the character has to travel off screen before she/he/it is killed.
Re: SUPERSMASH BROS MUGEN
#26  March 26, 2008, 01:14:46 pm
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it could work, but as i said i dont know of any actual coding for this.

plus... you would have to edit all the characters to get this to work right.
Characters := http://www.mediafire.com/folder/kx11h6lcbbqj1/Characters
Stages := http://www.mediafire.com/folder/xy7wk5q9qka62/Stages

Projected Character Forcast := FighterZ Android 18 , FighterZ Vegeta , FighterZ Goku.
Re: SUPERSMASH BROS MUGEN
#27  March 29, 2008, 12:47:45 pm
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it could work, but as i said i dont know of any actual coding for this.

plus... you would have to edit all the characters to get this to work right.

would anyone know how they would get this to work?
Re: SUPERSMASH BROS MUGEN
#28  March 31, 2008, 03:46:16 am
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The gameplay, and the fact that you're sent flying away in a cartoonish fashion doesn't work with more realistic spritage that you're used to seeing in serious FGs.
Darkstalkers has plenty of cartoonish spritework (seriously, look at the gethits frame-by-frame sometime... they're a riot). Pocket Fighter also has lots of cartoonish spritework as well as characters flying around, bouncing off walls and such when hit by certain attacks.

DMK

Re: SUPERSMASH BROS MUGEN
#29  March 31, 2008, 05:21:06 am
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I thought they looked pretty normal getting knocked away, unless you mean the direct KO sequence after you're knocked fully off scream.

Not everyone looks cartoony. Mainly the Team Rocketesq ones and the screen faceplant one.
Re: SUPERSMASH BROS MUGEN
#30  March 31, 2008, 08:30:48 am
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I POST TO MAKE PEOPLE FALL OFF IN MUGEN
Re: SUPERSMASH BROS MUGEN
#31  April 05, 2008, 05:44:45 pm
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I was thinking at least make the player lose if he goes to the edge of the stage or if you can have the camera stay in one spot at the end of the stage and if the player/AI goes out of the camera, they lose.
Horray for randomness!

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Re: Super Smash Bros mugen
#32  April 19, 2008, 06:50:44 pm
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I have made this mugen called a super smash bros mugen. only 2 problems i have.
1. how do you make characters fallable?


here are the links of what it looks like
http://www.esnips.com/doc/e1191bdb-742d-400f-a8d5-63f8be6a96e6/mugen0
http://www.esnips.com/doc/9b58cd4e-aac5-4617-970e-bd49a476b781/mugen1
http://www.esnips.com/doc/d200a24e-3cc2-4714-8b80-fab7d48f79e4/mugen2

IM still working on it on the elements of the game and i am still a noob
thanks to Ryon for the stages of brawl

that looks exactly like ermacs wip screenpack
Re: SUPERSMASH BROS MUGEN
#33  April 20, 2008, 09:54:50 pm
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Well falling characters then dead is interesting, to do this though you would have to hack the software. Or atleast I think.
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Re: SUPERSMASH BROS MUGEN
#34  April 20, 2008, 10:31:04 pm
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well certain characters and certain stages do have certain codes and whatnot that can make characetrs bounce off the side of the stage but to make a character fall off the stage would be hard and i don't think there r codes for that
Re: SUPERSMASH BROS MUGEN
#35  April 27, 2008, 07:47:35 pm
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well certain characters and certain stages do have certain codes and whatnot that can make characetrs bounce off the side of the stage but to make a character fall off the stage would be hard and i don't think there r codes for that

I'd have to assume Bane84 would disagree.
Quote
Imagine a zanguief runing to attack ryu, ryu does a quick+kind of weak fast punch and hit the chest of zanguief, will this punch be enough to zanguief say/think \"oh no, this punch hurted a little, I better stop the attack and put my hand on my chest to help contain the pain while ignoring if ryu is going to make other attacks now"


Cenobite 53 said:
If someone isn't able to get girls laid, why buying this exorcist needing piece of retardet piece of bullshit an not wisiting his local red light district. For that money he could  :hump: tons of hookers.
Re: SUPERSMASH BROS MUGEN
#36  April 28, 2008, 04:34:05 pm
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i'm not sure why i never noticed this topic untill now.. anyways, yourwelcome for my horrible stages? be sure to pick up final destination brawl version in the release section.

also i think the best way to simulate Super Smash... would be editing the characters with knock out attacks, based on HP.

and have the screenbound and dont follow the opponent when there hp is lower than 90% (hurt) when the opponent reachs a certian distance off screen he will play a explosion animation and instantly lose.

of course this is just my theory i have no actual coding idea for this.. well i kinda do but its far to complex for me to really code it.. (i dont fully understand screenbound,width , etc ,etc)

How about a damage modifier depending on HP, the higher the damage the futher the character is flung. And the less HP the less distance the character has to travel off screen before she/he/it is killed.

I could see this working, and its actually not that hard. I would hop onto this but i'm busy with finals at the moment. Give me a week or two and i may take a poke at recoding mario to a smash brother style............However..i've never played smash brothers. Isn't there a way for characters to jump back on screen once knocked off (if they arent dead)
I'm Basically Retired. Don't ask me to code or create anything, All my stuff is open source.
Re: SUPERSMASH BROS MUGEN
#37  April 28, 2008, 04:37:07 pm
  • *****
  • Three times thicker font than a normal user.
i'm not sure why i never noticed this topic untill now.. anyways, yourwelcome for my horrible stages? be sure to pick up final destination brawl version in the release section.

also i think the best way to simulate Super Smash... would be editing the characters with knock out attacks, based on HP.

and have the screenbound and dont follow the opponent when there hp is lower than 90% (hurt) when the opponent reachs a certian distance off screen he will play a explosion animation and instantly lose.

of course this is just my theory i have no actual coding idea for this.. well i kinda do but its far to complex for me to really code it.. (i dont fully understand screenbound,width , etc ,etc)

How about a damage modifier depending on HP, the higher the damage the futher the character is flung. And the less HP the less distance the character has to travel off screen before she/he/it is killed.

I could see this working, and its actually not that hard. I would hop onto this but i'm busy with finals at the moment. Give me a week or two and i may take a poke at recoding mario to a smash brother style............However..i've never played smash brothers. Isn't there a way for characters to jump back on screen once knocked off (if they arent dead)

First off, get a N64 emulator (Project 64) and a SSB rom.

Second, it depends on what you mean. They can be knocked off the fighting area and get back on, but getting knocked off the screen itself (i.e. you can't see your character) means you lose.
Quote
Imagine a zanguief runing to attack ryu, ryu does a quick+kind of weak fast punch and hit the chest of zanguief, will this punch be enough to zanguief say/think \"oh no, this punch hurted a little, I better stop the attack and put my hand on my chest to help contain the pain while ignoring if ryu is going to make other attacks now"


Cenobite 53 said:
If someone isn't able to get girls laid, why buying this exorcist needing piece of retardet piece of bullshit an not wisiting his local red light district. For that money he could  :hump: tons of hookers.
Re: SUPERSMASH BROS MUGEN
#38  April 28, 2008, 05:03:46 pm
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First off, get a N64 emulator (Project 64) and a SSB rom.

Second, it depends on what you mean. They can be knocked off the fighting area and get back on, but getting knocked off the screen itself (i.e. you can't see your character) means you lose.


So which determines death.......Being off the screen..........or having health at 0%?.......................or is it a combination of both like health determining how far u fly off the screen
I'm Basically Retired. Don't ask me to code or create anything, All my stuff is open source.
Re: SUPERSMASH BROS MUGEN
#39  April 28, 2008, 05:24:04 pm
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  • Three times thicker font than a normal user.

First off, get a N64 emulator (Project 64) and a SSB rom.

Second, it depends on what you mean. They can be knocked off the fighting area and get back on, but getting knocked off the screen itself (i.e. you can't see your character) means you lose.


So which determines death.......Being off the screen..........or having health at 0%?.......................or is it a combination of both like health determining how far u fly off the screen

SSB Has no health meter, just a percentage of how likely it is for you to be sent flying from a strong attack, as well as affect how far you get knocked back in the air if I remember correctly. In fact, the only way to defeat opponents is to knock them off the screen (except bosses, which do have a health meter). Also, the percentage can go over 100.

Also, 0% means you haven't been hit/no chance of you flying off the stage when hit with a strong attack.
Quote
Imagine a zanguief runing to attack ryu, ryu does a quick+kind of weak fast punch and hit the chest of zanguief, will this punch be enough to zanguief say/think \"oh no, this punch hurted a little, I better stop the attack and put my hand on my chest to help contain the pain while ignoring if ryu is going to make other attacks now"


Cenobite 53 said:
If someone isn't able to get girls laid, why buying this exorcist needing piece of retardet piece of bullshit an not wisiting his local red light district. For that money he could  :hump: tons of hookers.
Re: SUPERSMASH BROS MUGEN
#40  April 28, 2008, 05:40:35 pm
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    • www.mugendream.com

SSB Has no health meter, just a percentage of how likely it is for you to be sent flying from a strong attack, as well as affect how far you get knocked back in the air if I remember correctly. In fact, the only way to defeat opponents is to knock them off the screen (except bosses, which do have a health meter). Also, the percentage can go over 100.

Also, 0% means you haven't been hit/no chance of you flying off the stage when hit with a strong attack.


Well i think i could do that based on what Fzero mentioned. Have a hit modifier based on HP. that knocks players back further depending on hp.
I'm Basically Retired. Don't ask me to code or create anything, All my stuff is open source.