YesNoOk
avatar

Interactive Mugen Update #2 (Read 55690 times)

Started by ELECTR0, October 16, 2014, 01:04:25 pm
Share this topic:
Interactive Mugen Update #2
#1  October 16, 2014, 01:04:25 pm
  • ****
  • Cosmic Creations
  • The Living Dynamo
    • USA
    • electroslair.blogspot.com/
Finished the second update to my IM project. A lot has been added compared to the first pack and I have updated the old code with new knowledge that I've gained from working on the update. This is for Mugen 1.1, but i'm pretty sure most of it will work on 1.0. I do not use that old program anymore so I can't be certain it will all work 100% for 1.0. I have an updated video of how to install everything into a 640X480 screenpack and add characters in the W.I.P section of this forum & I will be taking questions, suggestions and problem solving in the W.I.P thread. This thread is just for the announcement release. Enjoy the new toy from your NOT so friendly neighborhood electron.

Link : http://electroslair.blogspot.com/

W.I.P Discussion thread : http://mugenguild.com/forum/topics/interactive-mugen-discussion--157100.0.html



List of features :

Spoiler, click to toggle visibilty

Contributors and credit :

Spoiler, click to toggle visibilty
Last Edit: October 16, 2014, 01:54:52 pm by ELECTR0
Re: Interactive Mugen Update #2
#2  October 16, 2014, 03:01:04 pm
  • ***
  • me
  • a guy who makes art
    • Brazil
nice news!
Re: Interactive Mugen Update #2
#3  October 16, 2014, 06:21:37 pm
  • ****
  • Mugen museum creator
  • former mod here :p
    • Belgium
    • fanaticmugen.free.fr/
very impressive results!  :buttrox:
Re: Interactive Mugen Update #2
#4  October 16, 2014, 11:11:51 pm
  • *
    • USA
    • whippertsnapper2@gmail.com
I'll have to try this later. Looks impressive.
Re: Interactive Mugen Update #2
#5  October 16, 2014, 11:19:35 pm
  • *
  • Love Mugen Forever
    • Canada
I Have Been Waiting For This Cant Wait To Try it out
Re: Interactive Mugen Update #2
#6  October 16, 2014, 11:28:50 pm
  • avatar
    • American Samoa
    • Noduh.yeah@mail.com
Haven't tried it yet, but you know what might be cool.

Different platforms, like Smash Bros. While one character is on the ground, another might be on a hill at a different altitude. Something like that.
Re: Interactive Mugen Update #2
#7  October 17, 2014, 12:45:05 am
  • ****
  • YERRRRRRRRRR
  • HIGHBRIDGE!
    • USA
    • Skype - DJHANNIBALROYCEUSA
    • sites.google.com/site/djhrmugen/
YES! YES! YES! time to make Duck Hunt Dog Compatible with all of this madness!!!! loving that train fatality and the WWF entrance into the ring! solid job electr0!
Follow me on twitter! @djhannibalroyce
Re: Interactive Mugen Update #2
#8  October 17, 2014, 12:55:37 am
  • ****
    • USA
    • sites.google.com/site/demonkaimugen
 :thumbsup: :thumbsup:
Re: Interactive Mugen Update #2
#9  October 17, 2014, 01:23:11 am
  • ******
  • The Lord of Vampire
  • Member of the Reign of Kreation
    • Brazil
    • guiaugusto20@hotmail.com
    • Skype - guiaugusto20
JUST AWESOME!

Thanks Electro. Hope to see more and more in the future man! :sugoi:
Re: Interactive Mugen Update #2
#10  October 17, 2014, 01:43:58 am
  • ****
  • Cosmic Creations
  • The Living Dynamo
    • USA
    • electroslair.blogspot.com/
Glad everyone is enjoying it. I really wanted to add a few other things that I've been working on, but I was scared that some of the newest code had not been tested enough. What is in there I felt fairly confident about & knew it worked ok during simultaneous mode.

@DJ Hannibal Royce - You might face some problems on positioning if your characters are not


[size]
xscale = 1
yscale = 1

Since most of your characters are using a different scale there might be issues. With characters like Colossus by Kamekaze his xscale was .833333 and changing it to 1 only make him a little fatter but everything works in IM by doing that. Your characters using .5 is a lot different. I can help you convert the sprites/hitboxs so your chars look the same as they do now, but change there scale to 1. Let me know if your interested in doing this.
Re: Interactive Mugen Update #2
#11  October 17, 2014, 02:04:15 am
  • ****
  • YERRRRRRRRRR
  • HIGHBRIDGE!
    • USA
    • Skype - DJHANNIBALROYCEUSA
    • sites.google.com/site/djhrmugen/
oh yea.im down....duck hunt is 1.6.....ugh
Follow me on twitter! @djhannibalroyce
Re: Interactive Mugen Update #2
#12  October 17, 2014, 02:23:42 am
  • ****
  • Cosmic Creations
  • The Living Dynamo
    • USA
    • electroslair.blogspot.com/
I'll figure it out and send you the fix to upload soon as I can.
Re: Interactive Mugen Update #2
#13  October 17, 2014, 05:17:43 am
  • ****
  • YERRRRRRRRRR
  • HIGHBRIDGE!
    • USA
    • Skype - DJHANNIBALROYCEUSA
    • sites.google.com/site/djhrmugen/
Follow me on twitter! @djhannibalroyce
Re: Interactive Mugen Update #2
#14  October 17, 2014, 05:42:25 am
  • ****
  • Lover of yardsales.
    • USA
sweet! can't wait to begin updating my chars to be compatible with this.
Re: Interactive Mugen Update #2
#15  October 17, 2014, 08:02:35 am
  • avatar
  • *
    • cdw1998600@gmail.com
Just to be sure is the character updater on update with the current interactive mugen #2?
Re: Interactive Mugen Update #2
#16  October 17, 2014, 08:33:28 am
  • ****
  • Cosmic Creations
  • The Living Dynamo
    • USA
    • electroslair.blogspot.com/
Yepper
Re: Interactive Mugen Update #2
#17  October 17, 2014, 09:01:17 pm
  • ****
  • Cosmic Creations
  • The Living Dynamo
    • USA
    • electroslair.blogspot.com/
DJ Hannibal_Royce : I think what i'm going to do is just adjust the code work with your chars and you can just have a separate folder with the coded DEF file to work for yours chars. That would be easier than re-sizing the sprites and hitBoxs. Plus I don't need to add the code to the normal IM code for everyone if they are not using your chars, but if they wanted to then the separate def file is available to them.
Last Edit: October 17, 2014, 09:05:10 pm by ELECTR0
Re: Interactive Mugen Update #2
#18  October 18, 2014, 09:09:32 am
  • ****
  • Lover of yardsales.
    • USA
hey Electro, I tested interactive mugen so far with Ryu as a test subject. Caught a glitch here



dunno if this is a scaling glitch or not, also the mareep and flaaffy in the sheep stage appear small when hit, same with the breakable objects in the Final Fight subway stage.
Re: Interactive Mugen Update #2
#19  October 18, 2014, 10:11:30 am
  • ****
  • Cosmic Creations
  • The Living Dynamo
    • USA
    • electroslair.blogspot.com/
What screenpack are you using? I'll take a look at it and see why it's not working
Re: Interactive Mugen Update #2
#20  October 18, 2014, 10:32:30 am
  • ****
  • Lover of yardsales.
    • USA
Ready to Fight screenpack by OmegaPsycho
Re: Interactive Mugen Update #2
#21  October 18, 2014, 04:36:36 pm
  • avatar
  • *
    • cdw1998600@gmail.com
AAH I thought your character updater was a .exe that automatically adds it to all your characters like the tag team patches in the past.At this rate im never going to be done.
Re: Interactive Mugen Update #2
#22  October 18, 2014, 06:13:48 pm
  • ****
  • Mugen museum creator
  • former mod here :p
    • Belgium
    • fanaticmugen.free.fr/
[mode: let's dream on]

the perfect solution would be a global application like that, with all "usual" patches included (& the possibility to choose among them...)

[/mode: let's dream off]

 :thinking2:
Re: Interactive Mugen Update #2
#23  October 20, 2014, 10:03:59 pm
  • avatar
  • *
    • cdw1998600@gmail.com
[mode: let's dream on]
Well it would be much more useful and more beneficial for us all if he could do some when the final version is made.I mean if it was done twice with tag team patches it should be possible  in this situation to.
Re: Interactive Mugen Update #2
#24  October 21, 2014, 03:10:41 am
  • ****
  • YERRRRRRRRRR
  • HIGHBRIDGE!
    • USA
    • Skype - DJHANNIBALROYCEUSA
    • sites.google.com/site/djhrmugen/
DJ Hannibal_Royce : I think what i'm going to do is just adjust the code work with your chars and you can just have a separate folder with the coded DEF file to work for yours chars. That would be easier than re-sizing the sprites and hitBoxs. Plus I don't need to add the code to the normal IM code for everyone if they are not using your chars, but if they wanted to then the separate def file is available to them.

yea! that makes much more sense....ill add that to dhd's final release when u finish. thx again based electr0. :)
Follow me on twitter! @djhannibalroyce
Re: Interactive Mugen Update #2
#25  October 21, 2014, 09:03:56 pm
  • ****
  • commissions open bang my line
    • USA
    • https://www.paypal.com/paypalme/xtayisblackx?country.x=US&locale.x=en_US
as far as i can see you forgot to include the code for the mk1 pit in the stage finishers file :P
My stages folder:
https://app.mediafire.com/g5pnpb2im4lqa

Want a screenpack ported to ikemen? DM's open
Want a stage remade with parallax & possible super jump? DM's open
Re: Interactive Mugen Update #2
#26  October 21, 2014, 11:06:43 pm
  • ****
  • Lover of yardsales.
    • USA
oh it's there, it's the same code used for the street fighter 1 china stage.
Re: Interactive Mugen Update #2
#27  October 21, 2014, 11:08:20 pm
  • ****
  • commissions open bang my line
    • USA
    • https://www.paypal.com/paypalme/xtayisblackx?country.x=US&locale.x=en_US
Could you copy and paste it here? I downloaded the character updater files and I don't see it anywhere :L
My stages folder:
https://app.mediafire.com/g5pnpb2im4lqa

Want a screenpack ported to ikemen? DM's open
Want a stage remade with parallax & possible super jump? DM's open
Re: Interactive Mugen Update #2
#28  October 22, 2014, 01:40:55 am
  • ****
  • Lover of yardsales.
    • USA
;-----------------------------------------
;Pit 1 Fatality
[State -2, Pit1Fatality] ;send opponent to Death Chamber
type = TargetState
triggerall = movehit
trigger1 = stagevar(info.name) = "The Pit"
trigger1 =p2life=0
trigger1=MatchOver
trigger1=P2Dist Y =0
trigger1 = StateType != A
trigger2 = stagevar(info.name) = "SF1 China"
trigger2 =p2life=0
trigger2=MatchOver
trigger2=P2Dist Y =0
trigger2 = StateType != A
trigger3 = stagevar(info.name) = "The Pit I"
trigger3 =p2life=0
trigger3=MatchOver
trigger3=P2Dist Y =0
trigger3 = StateType != A
value = 889660
persistent = 0

[State -2, Pit1Fatality] ;player 1 go to time warp
type = ChangeState
triggerall = movehit
trigger1 = stagevar(info.name) = "The Pit"
trigger1 =p2life=0
trigger1=MatchOver
trigger1=P2Dist Y =0
trigger1 = StateType != A
trigger2 = stagevar(info.name) = "SF1 China"
trigger2 =p2life=0
trigger2=MatchOver
trigger2=P2Dist Y =0
trigger2 = StateType != A
trigger3 = stagevar(info.name) = "The Pit I"
trigger3 =p2life=0
trigger3=MatchOver
trigger3=P2Dist Y =0
trigger3 = StateType != A
value = 889658
ctrl = 0

[State -2, Pit1nokoslow]
type = assertspecial
trigger1  = roundno != 1
trigger1 = stagevar(info.name) = "The Pit"
trigger2  = roundno != 1
trigger2 = stagevar(info.name) = "SF1 China"
trigger3  = roundno != 1
trigger3 = stagevar(info.name) = "The Pit I"
flag = nokoslow
flag2 = nokosnd

this was in the -2 state coding. You put this in your character's  statedef -2 in your character's constants or cns file

Re: Interactive Mugen Update #2
#29  October 22, 2014, 03:22:40 am
  • ****
  • Cosmic Creations
  • The Living Dynamo
    • USA
    • electroslair.blogspot.com/
Taybear you no longer have to copy and paste the finisher code to your characters anymore. The hits are linked with your melee attacks. If you want it for your specials and hypers then you can still copy and paste the code, just look in the extra fun stuff folder for the code.
Re: Interactive Mugen Update #2
#30  October 22, 2014, 03:38:42 am
  • ****
  • commissions open bang my line
    • USA
    • https://www.paypal.com/paypalme/xtayisblackx?country.x=US&locale.x=en_US
oh, well dang. awesome news! time to get the ball rolling.
My stages folder:
https://app.mediafire.com/g5pnpb2im4lqa

Want a screenpack ported to ikemen? DM's open
Want a stage remade with parallax & possible super jump? DM's open
Re: Interactive Mugen Update #2
#31  October 22, 2014, 08:04:47 am
  • ****
  • Lover of yardsales.
    • USA
indeed, I need to adapt the rest of my roster for interactivity. Once I figure out why everything isn't scaling right.
Re: Interactive Mugen Update #2
#32  October 22, 2014, 09:13:24 am
  • ****
  • Cosmic Creations
  • The Living Dynamo
    • USA
    • electroslair.blogspot.com/
Lucky Dearly I took a look at that screenpack and saw why the sprites where small in game. You need to change this code in the screenpacks FIGHT file :

[FightFx]
scale = 1  <----- change to 2

Also Omega psycho doesn't have OpenGL turned on, but he does have stageforce zoomed turned on which is wierd. I don't know if you use zoom stages or not but if you wanted to you might want to change those two settings as well. If you don't use zoom then don't worry about it.
Re: Interactive Mugen Update #2
#33  October 22, 2014, 11:54:51 am
  • ****
  • Lover of yardsales.
    • USA
worked like a charm! now to work on the rest of my roster.
Re: Interactive Mugen Update #2
#34  October 25, 2014, 12:16:38 am
  • *****
  • "The Future is Now"
HOLY SHIT!!

NOW THIS IS EXCITING!
Re: Interactive Mugen Update #2
#35  October 25, 2014, 04:26:20 am
  • ****
  • Lover of yardsales.
    • USA
sure is, gonna experiment more with this coding.

@Electr0 - I did encounter a glitch while adapting Shin Kazuma by O Ilusionistra, I'll post the tail log here from mugen to show what kind of error I'm dealing with here.

Edit: here's the error I get

Error detected.

Error in [Statedef 9000]
Error in cns/fatalities.cns:17
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/!skazuma/!skazuma.def
Error loading p1

Clipboard tail:
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Info: stage The Pit 3 loading in pre-1.0 compatible mode
  Loading BG...OK
Stage loaded OK
  Allocating helpers...OK
Match RNG seed: 1267302991
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/!skazuma/!skazuma.def...
  Loading info...OK
  Loading cmd command set skazuma.cmd...OK
  Loading cns cns/skazuma.cns...OK
  Loading cns cns/specials.cns...OK
  Loading cns cns/hypers.cns...OK
  Loading cns cns/fatalities.cns...Character !skazuma.def failed to load
Last Edit: October 25, 2014, 04:30:09 am by Lucky Dearly
Re: Interactive Mugen Update #2
#36  October 25, 2014, 05:20:27 am
  • ****
  • Cosmic Creations
  • The Living Dynamo
    • USA
    • electroslair.blogspot.com/
It has nothing to do with the IM code because I don't use state 9000, all mine are between [88910, 889781]. It seems like O Illusionista accidentally left an extra zero on the Velset of a few states, which is a common problem in older creations & probably due to people using the same template.

Change :


velset = 0,0,0

to

velset = 0,0

in states 9000 & 987124

That should fix you up.

;------------------------

Edit : I just noticed he left off the Mugen version in the Def file so you might want to change it as well if you haven't done that already.

Change :

mugenversion=

to

mugenversion= 1.0
Last Edit: October 25, 2014, 05:25:21 am by ELECTR0
Re: Interactive Mugen Update #2
#37  October 25, 2014, 07:11:25 am
  • ****
  • Lover of yardsales.
    • USA
that did the trick, had to fix another state like that one in Kazuma before he finally worked.
Re: Interactive Mugen Update #2
#38  October 25, 2014, 07:24:35 am
  • ****
  • Cosmic Creations
  • The Living Dynamo
    • USA
    • electroslair.blogspot.com/
Cool! It's funny that one little extra zero makes all the difference. I first ran into this problem when I tried to use ZVitor's Mr. Fantastic a few years ago. I stared at the code for over an hour before I noticed the extra zero LoL. Let me know if you run into any more probs, they can usually be overcome. ;)
Re: Interactive Mugen Update #2
#39  October 25, 2014, 09:27:48 am
  • ****
  • Lover of yardsales.
    • USA
will do Electr0
Re: Interactive Mugen Update #2
#40  October 25, 2014, 11:23:44 am
  • ***
  • Go and download my improved creations!
  • I AM ZIM!
    • UK
    • https://sites.google.com/site/wlanmanslab/home
That sounds interesting but, okay. I will add this to my characters.
Re: Interactive Mugen Update #2
#41  November 08, 2014, 10:51:16 am
  • ***
  • Go and download my improved creations!
  • I AM ZIM!
    • UK
    • https://sites.google.com/site/wlanmanslab/home
I had a problem with my characters (George, Vinnie and Primpall), it won't work on the Interactive Mugen Test.

Does it even work for WinMUGEN?
Re: Interactive Mugen Update #2
#42  November 08, 2014, 12:59:49 pm
  • ****
  • Lover of yardsales.
    • USA
nope, only in Mugen 1.1
Re: Interactive Mugen Update #2
#43  November 10, 2014, 12:50:41 am
  • ****
  • Cosmic Creations
  • The Living Dynamo
    • USA
    • electroslair.blogspot.com/
I had a problem with my characters (George, Vinnie and Primpall), it won't work on the Interactive Mugen Test.

Does it even work for WinMUGEN?

Like Lucky said it's for Mugen 1.1, but most of it will work for Mugen 1.0. WinMugen does not have the stagevar trigger so it's impossible to work for it, plus why are you still using the WinMugen program when it crashes randomly. I would just update ur chars, which should take all of two minutes.
Re: Interactive Mugen Update #2
#44  February 03, 2015, 04:10:52 am
  • **
    • USA
    • dc2001@charter.net
This idea is fantastic! I love how you can finally interact with stages like this, it's really neat! I hope for this to be a great success!
On an unrelated note; Is that Cody a W.I.P of yours or is it someone elses? If it's yours, I'm looking forward to its release. :)
Re: Interactive Mugen Update #2
#45  February 03, 2015, 07:16:28 am
  • ****
  • Cosmic Creations
  • The Living Dynamo
    • USA
    • electroslair.blogspot.com/
Glad your enjoying it. Yes Cody as well as Haggar, Ryu and M.Bison in the video are my wips. There basically finished besides a few new sprites that I need to make, so somewhere in 2015 they will all be released.
Last Edit: February 03, 2015, 07:20:00 am by ELECTR0
Re: Interactive Mugen Update #2
#46  May 22, 2015, 08:42:53 pm
  • **
  • VALKNUT
  • Just kNOT random internet guy who likes M.U.G.E.N
    • Serbia
    • Skype - jug89
Mugen dont stop to amaze me. Personal favorite is street fighter 2 stage. Good job!
|Eye of the Tiger||<a href="https://imgur.com/R4Drglv"a>||Be good and help the World|
Sbartan89 said:
M.U.G.E.N isn't just a game. It's beyond a game. M.U.G.E.N is an art!
Re: Interactive Mugen Update #2
#47  May 27, 2015, 04:50:25 am
  • *
  • Mugen Perfection
    • Costa.glave@gmail.com
Would have been good if the interactive stages would came out already compatible with every chars (like all the other stages) instead of add all these code stuff...maybe one day.
Re: Interactive Mugen Update #2
#48  May 27, 2015, 02:28:37 pm
  • ***
yeah looks really cool but very time consuming adding code to characters. Would it be a good idea to open a new post in the edits section so people could post their interactive mugen characters already edited? I mean if some creators kindly posted a few already edited characters it would save time and hopefully get more people interested in interactive mugen because its a great concept. I would open a post myself but i'm just a long time fan and not a creator and don't really have the authority or time to manage the post.
Re: Interactive Mugen Update #2
#49  May 27, 2015, 07:14:48 pm
  • ****
  • Cosmic Creations
  • The Living Dynamo
    • USA
    • electroslair.blogspot.com/
Mugen dont stop to amaze me. Personal favorite is street fighter 2 stage. Good job!

Glad you like them.

Would have been good if the interactive stages would came out already compatible with every chars (like all the other stages) instead of add all these code stuff...maybe one day.

Technically the stage does nothing. It's the characters that are being activated & that's why there no easier way to call upon the sprites in your screenpack. Because each character is coded differently you have to install the code manually. You could add the def file code to your Mugen's common1 file, but if your character has it's own common1 file or [statedef -2] then it won't call upon the code in Mugen's common1.

yeah looks really cool but very time consuming adding code to characters. Would it be a good idea to open a new post in the edits section so people could post their interactive mugen characters already edited? I mean if some creators kindly posted a few already edited characters it would save time and hopefully get more people interested in interactive mugen because its a great concept. I would open a post myself but i'm just a long time fan and not a creator and don't really have the authority or time to manage the post.

Yea if you have more than 100 characters it's really not worth it to most people, but if your releasing an compilation game with a reasonable roster then this is doable in a few hours. Having a thread in the edits and add-ons section would be ideal. So if someone wants to start one then feel free.