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The Black Heart update. (Read 2832 times)

Started by Borghi, September 25, 2010, 10:51:16 pm
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The Black Heart update.
New #1  September 25, 2010, 10:51:16 pm
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Hello!

I'm back in action.
I've been away from this forum since almost a year so i really don't know what are the news or anything. JUOS!

I've released my full game (www.theblackheart.com.ar) almost a year ago and i think it's time to give it a small update using the new mugen.

The only thing I've done for now is cloning the whole game in the new mugen. RC8
I have a few idead on what to add to the game, but I don't know how big the update will be since I have free time now, but in a couple of months everything will go nuts cause I'll have to make couple of big film works.

The updates so far are: fixing like 8342719827 typos in the english mode and fixing some fighting bugs.

I thought about adding a couple of chars to make the game catchier but that's way too much work, so, that should be a no.

I've also thought on adding JANOS, the main villain of the game  as a hidden playable char. That could be since he looks like a shadow like noob saibot. maybe a couple more of stages too.
 
the thing is that I really don't know which are the hottest updates in the engine or what they could mean in terms of creatvity, so if anyone has any clues about that just let me know please :)

Other thing where I need some help with this new mugen (if you could help me I'd be very super happy):
I have a 16:9 monitor now. I've tried many combinations of screen heights and weights in fullscreen mode (modifying mugen.cfg) but couldnt get the right size.
What I want is a screen stretching that is fullscreen in a 4:3 monitor and also 4:3 in a 16:9 monitor. I mean: showing black vertical bars at both sides of the game screen to keep the game square (4:3). is that possible or am I condemned to have my game all deformed or missing the top and bottom parts?

I'm glad to be back :)

EDIT: for the moment the game keeps being lo res with all the pixelated shit  :sugoi:
      
Little John from the big castle, plays with little friend,
snip! snip! snip! off goes his head, bright red! bright red!
Last Edit: October 25, 2010, 10:09:07 pm by Titiln
Re: The Black Heart update.
#2  September 25, 2010, 10:53:35 pm
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!!!!!
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: The Black Heart update.
#3  September 25, 2010, 10:58:50 pm
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YES.
THANK YOU :)
where there is a will,there is a way。
Sounds like you're just jealous that Duke Nukem has a bigger dick and gets ALL the bitches.
Re: The Black Heart update.
#4  September 25, 2010, 10:59:26 pm
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I'll definitely look forward to Super Black Heart Turbo with Janos as secret final boss.
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~~~~
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Re: The Black Heart update.
#5  September 25, 2010, 11:13:07 pm
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^
this

I cant wait to see Janos in action.
Welcome to the House of Fighting.
Re: The Black Heart update.
#6  September 25, 2010, 11:42:36 pm
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I fully support adding Janos as a character.

Another idea I have for you that you may not like, you could update your old Rick Taylor character and make him play like the other Black Heart characters and add him as a guest character.

As for new stuff you can do with Mugen, you can have character/stage interaction, new palette possibilities with SFF2 format, all kinds of cool stuff.
Re: The Black Heart update.
#7  September 26, 2010, 12:02:18 am
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You can have your chars transform, change palette during the round,
you can have stage interaction, win quotes and we have seen a beta of
mugen 1.1 that have stage zoom.


Re: The Black Heart update.
#8  September 26, 2010, 12:14:04 am
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I fully support adding Janos as a character.

Another idea I have for you that you may not like, you could update your old Rick Taylor character and make him play like the other Black Heart characters and add him as a guest character.

As for new stuff you can do with Mugen, you can have character/stage interaction, new palette possibilities with SFF2 format, all kinds of cool stuff.

well, about Rick, just no. His sprites suck (even more than the ones in my other chars) and he isn't related to the sotry in the game in any way.

I can't think in an interesting use of the palette change in the chars I already have but the stage interaction sounds very very good. Where can i learn about that? Can stages play sound or not yet?
      
Little John from the big castle, plays with little friend,
snip! snip! snip! off goes his head, bright red! bright red!
Re: The Black Heart update.
#9  September 26, 2010, 12:45:34 am
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I don't think they play sounds yet, but you can have characters get specific intros, poses, and even moves that depend on the stage (like Hotaru in Garou MOTW with the birds taking her coat, or Magneto in X-Men COTA with his magnetic powers slinging rocks.)

Re: The Black Heart update.
#10  September 26, 2010, 02:30:19 am
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oh, so I guess there isn't any collision detection or something like that.
Is it only a trigger like: stage: "blah" ?
      
Little John from the big castle, plays with little friend,
snip! snip! snip! off goes his head, bright red! bright red!
Re: The Black Heart update.
#11  September 26, 2010, 04:01:54 am
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Yes, the stage var can be used to identify the stage author or name, you still need to code the crap related to stage interaction by yourself but atleast you can save vars now and you're not bound to use the zpos trick to detect the stage. another 2 things of interest are the AILEVEL sctrl and the new stuff regarding storyboard coding. the AILEVEL lets you trigger your AI crap with ease and can also be used to determinate what kind of AI directives to trigger depending of the difficulty set in options screen (no need to use front end). theres alot of new stuff regarding storyboard coding like new stuff related to sound triggering. another extra thing you probably know is that you can loop music with ease. btw make an intro and ending for the final boss damnit! even if its just something related to el hongo nuclear :P
pls
Re: The Black Heart update.
#12  September 26, 2010, 11:56:01 am
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Well if you're not gonna add Janos, then add some new characters at least.
Re: The Black Heart update.
#13  September 26, 2010, 12:25:21 pm
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janos would be wicked. i support  8)

Yeah, that works.

No witty quotes though.
Re: The Black Heart update.
#14  September 26, 2010, 01:36:51 pm
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Janos for the fullgame and normal Mugen.


I made this sig. :ninja:

Props to a friend for my avvie
Re: The Black Heart update.
#15  September 26, 2010, 04:59:50 pm
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Any chance we might have Gustavo as a Bonus character.
Welcome to the House of Fighting.
Re: The Black Heart update.
#16  September 26, 2010, 05:18:21 pm
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I can't think in an interesting use of the palette change in the chars I already have but the stage interaction sounds very very good.
Animus. You could give him a different palette for his female animations.
Re: The Black Heart update.
#17  September 26, 2010, 07:57:56 pm
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Well if you're not gonna add Janos, then add some new characters at least.
I won't spend another 2 years spriting.

Any chance we might have Gustavo as a Bonus character.
Haha!!... well, nom..

I can't think in an interesting use of the palette change in the chars I already have but the stage interaction sounds very very good.
Animus. You could give him a different palette for his female animations.
that's interesting! I'll check that.

Yes, the stage var can be used to identify the stage author or name, you still need to code the crap related to stage interaction by yourself but atleast you can save vars now and you're not bound to use the zpos trick to detect the stage. another 2 things of interest are the AILEVEL sctrl and the new stuff regarding storyboard coding. the AILEVEL lets you trigger your AI crap with ease and can also be used to determinate what kind of AI directives to trigger depending of the difficulty set in options screen (no need to use front end). theres alot of new stuff regarding storyboard coding like new stuff related to sound triggering. another extra thing you probably know is that you can loop music with ease. btw make an intro and ending for the final boss damnit! even if its just something related to el hongo nuclear :P

sounds good too. I have to check all that shiet right now.
the problem with final is that he isnt supposed to fight himself. I mean, what story could he have to do that?
      
Little John from the big castle, plays with little friend,
snip! snip! snip! off goes his head, bright red! bright red!
Re: The Black Heart update.
#18  September 26, 2010, 09:24:16 pm
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Oh that's where your experience at playing games comes into use :D . Since Final is a bonus char you can take some freedom in his storyboards WITHOUT going outside of the story canon. his intro would be about showing him waiting for all the enemies he know that will appear, giving some extra info to the player about "the power" he has WITHOUT talking about his past. regarding his ending, it's THERE where you can show a flashback regarding his past as a prize to the player. we will unlock Tony Lemon! just in case someone wonders I cant use ENTER because of shitty cellphone >_>.
pls
Re: The Black Heart update.
#19  September 27, 2010, 02:23:19 am
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sounds gutt...
i should think about that.

Spoiler, click to toggle visibilty

any of you know what to do with this?

Quote
Other thing where I need some help with this new mugen (if you could help me I'd be very super happy):
I have a 16:9 monitor now. I've tried many combinations of screen heights and weights in fullscreen mode (modifying mugen.cfg) but couldnt get the right size.
What I want is a screen stretching that is fullscreen in a 4:3 monitor and also 4:3 in a 16:9 monitor. I mean: showing black vertical bars at both sides of the game screen to keep the game square (4:3). is that possible or am I condemned to have my game all deformed or missing the top and bottom parts?
      
Little John from the big castle, plays with little friend,
snip! snip! snip! off goes his head, bright red! bright red!
Re: The Black Heart update.
#20  September 28, 2010, 12:55:56 am
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nope, you're actually talking to one of the FEW that went to the release that weren't related to you at all :P

any of you know what to do with this?

Quote
Other thing where I need some help with this new mugen (if you could help me I'd be very super happy):
I have a 16:9 monitor now. I've tried many combinations of screen heights and weights in fullscreen mode (modifying mugen.cfg) but couldnt get the right size.
What I want is a screen stretching that is fullscreen in a 4:3 monitor and also 4:3 in a 16:9 monitor. I mean: showing black vertical bars at both sides of the game screen to keep the game square (4:3). is that possible or am I condemned to have my game all deformed or missing the top and bottom parts?

Actually seems like it's the first time you have a 16:9 screen monitor, when I got my PC at first it felt weird but after a while you get used to it and dont think it looks wrong anymore.

you could actually scale everything to 4:3 in an alternative version of the game for widescreen users and put vertical black bars as explods to cover shit but that's the lazy man's way, I personally never checked the stage coding properly (I know you can add horizontal bars on the stages but vertical are other stuff) so cant help that much, atleast you know you can now scale stuff in both chars and stages (and there's that localcoor thing, be sure to check it out).
pls
Re: The Black Heart update.
#21  October 04, 2010, 01:09:24 am
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wowsa! sorry for being out so long.

my other works are kicking in pretty fast and strong.
i think I'll re-release the game for the moment just as a clon in the new mugen to avoid the crashes of the old versions and later, when i have the time I'll add janos and all the other stuff.
the game has stage interaction added in 2 stages now: in the desert yuo can break 2 stakes if you are thrown over them and in the prison the same happens with 2 new pipes. I'll see if I manage to add that in more stages.

Quote
Actually seems like it's the first time you have a 16:9 screen monitor, when I got my PC at first it felt weird but after a while you get used to it and dont think it looks wrong anymore.

you could actually scale everything to 4:3 in an alternative version of the game for widescreen users and put vertical black bars as explods to cover shit but that's the lazy man's way, I personally never checked the stage coding properly (I know you can add horizontal bars on the stages but vertical are other stuff) so cant help that much, atleast you know you can now scale stuff in both chars and stages (and there's that localcoor thing, be sure to check it out).

well, all that stuff looks pretty hard right now. I'll just leave it as it is and check again in the future.

Quote
nope, you're actually talking to one of the FEW that went to the release that weren't related to you at all :P
oh, so you were there? did you talk to me?
      
Little John from the big castle, plays with little friend,
snip! snip! snip! off goes his head, bright red! bright red!
Re: The Black Heart update.
#22  October 04, 2010, 01:17:39 am
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When you get to that, you can give Final ( flashback form) a palette that changes constantly, as if he was pulsing.
Re: The Black Heart update.
#23  October 06, 2010, 05:00:20 pm
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Great to see you back in action, Andrés.  :sugoi:
This stage interaction added in 2 stages is a very interesting touch :)
An idea: I  know you don't want to be 2 years spriting, maybe we all can do sprites for a new char (using your style of course). If we all help you making an animation, that could be very fast. For example, someone makes the standing animation, another makes the walking, another makes the jumping, etc. In that way the community can help you making a new char. Just think about it.
I'll be waiting news for these awesome game.
Last Edit: October 06, 2010, 05:05:17 pm by ubaldo_saul
Re: The Black Heart update.
#24  October 07, 2010, 12:37:31 am
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First of all regarding the screen witdh (Weight lol!) problem in 16:9 screens I forgot to tell you something, every widescreen monitor has a 4:3 mode that can be set on it's own internal menu so you don't really need to code a 4:3 version by yourself. I think you should check your own screen aswell, however this option may be unabled depending of your videocard (I have an NVIDIA 9800 GTX+ - YES WITH A PLUS - and can't access the option when I was able to in the past :(, not that I actually care because I totally got used to widescreen distortion which I remember I hated on the first 2 months, fuck that videocard is totally worthly anyway, fucking Argentina and overloaded prices...).

Regarding the convertion of the game to MUGEN 1.0 there are a few steps you should do in order to totally convert stuff to it's 1.0 equivalent. Check this guide I just posted:

http://mugenguild.com/forumx/index.php?topic=121201.0

BTW since you're moving forward with this what about finally removing the simul mode in favor of a tag team system? Every single worthly mugen fullgame (Well, there aren't many actually, but anything above KOFZ is... "OK" I guess :P) removes simul in order to not to face the stupid bugs simul mode often creates. If you have troubles with that I can help you out by coding it in your characters (As a guide I released some time ago shows, it's not just "make partner go outside of screen and then act accordingly", there's alot of stuff related to the engine's core coding that often mess up a tag team coding attempt, for fortune I was able to create my own and get different workarounds for every problem mugen gave to me).

In fact I could also add other stuff related to the tag team system, you could actually include "tag supers" where 2 characters could do dual super before completing the tag but that's something I doubt it will work well here since in this game the chars aren't that "friendly" one each other.

Another thing you should change is the character select screen, the portraits should be arranged differently to let Janos and Final fit correctly, a good setup would be something like this:

XCXFXCX
XCXMXCX
XCXJXCX

C: NORMAL CHAR
F: W00T! FINAL
J: ZOMG! JANOS
X: EMPTY SLOT
M: Don't know, I guess random but that would make hidden chars playable so just include a damn logo or something.

You could also start working on interactive lifebars (Explods) so you can add stuff like changing portraits when a char is getting hit or attacks or whatever but that's not needed. In any case, what about upgrading the screenpack to HIRES? I would love to see the stages on HIRES aswell since it shouldn't take that much to do but it's your time.

Quote
oh, so you were there? did you talk to me?

Ohohohoho! Seriously, EVERYBODY where dressed in black as their main color, everybody except me :O, I felt SO out of place in a bar like that one, everybody looked like artists or something like that while I looked like a person pasted via paint shop pro :P. Atleast I was able to take 2 of my friends outside of their house :P (They are the kind that doesn't go out that much, for fortune I have other friends who like to go out and... get drunk :3 ) but even they were dressed in black >_<.

If you think hard enough you will realize who I was, I mean my username is not Rednavi just because >:D .
pls