The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: Negative Edge on August 29, 2012, 10:37:53 pm

Title: -SyN's- W.I.P. Thread (Mugen Gear add on Vid added)
Post by: Negative Edge on August 29, 2012, 10:37:53 pm
Well now I got my Lappy back plus I am on the road alot because of work, I can finally do some mugen work during my spare time out of time in my hotel room. Man I was bored as hell and had to use my cell phone to try to keep updated with the mugen world. Anyway, I have did most of Strider Hiryu over for 1.0 only. Sorry folks, no more winmugen from me.

Also I will try to update my past downloads to 1.0 but anyway strider Hiryu is getting a reboot from me and he is fairly 50 percent done. Basics, requireds, get hits, my clsn's were decent so no problems there. A new Striker/Assist System will be implemented into the character and a new style of hyper ports as well. I no longer want any pots style comparisons with my work because seeing the word, "pots style" is really becoming an eye sore... Bad enough we have ppl like Jmorphman who basically replicates his style although his/her works are very good,

Anyway Winmugen strider was lacking an special intro Vs KojiroBADNESS' Hattori Hanzo so this version will have one and it will be somewhat cinematic.

Strider Hiryu vs Hanzo (SyN's Intro for KojiroBADNESS' Hanzo) (http://www.youtube.com/watch?v=7j4095Zamt0#)

Anyway More to come plus Alien MotherShip V2.1, Meteor Storm V3, StriderHQ v2, and alot of my interactive works that hasn't made it to light.
Title: Re: -SyN's- W.I.P. Thread
Post by: Jango on August 29, 2012, 10:44:06 pm
Minor note: Hattori's line should be "or what your objective is," not "or what is your objective." Sounds more natural.
Title: Re: -SyN's- W.I.P. Thread
Post by: XamΣeta on August 29, 2012, 10:59:54 pm

That's a pretty fucking epic intro right there.

I'm glad to see you are back into mugen bro. I'll hit you up when I can pretty soon.

Also, Jango is right...it just sounds better.
Title: Re: -SyN's- W.I.P. Thread
Post by: inktrebuchet on August 29, 2012, 11:17:56 pm
Awesome intro!

Seeing the words, "pots style" is really becoming an eye sore.

Same here... though the work is amazing.
Title: Re: -SyN's- W.I.P. Thread
Post by: 2OS on August 30, 2012, 12:18:30 am
lol'd at becoming an eye sore. it has been an eye sore for roughly half a decade.

though i ( tremendously,utterly,immensely,insertothersynonymshere ) discourage it, there is nothing wrong or bad about absolute replication. even those who do that are learning simply because they're doing. then of course they contribute solid stuff publicly.


let's not make this the pinnacle of this topic. best of luck with everything. i'm a visual/code resource if necessary.
Title: Re: -SyN's- W.I.P. Thread
Post by: Negative Edge on August 30, 2012, 12:42:33 am
I didnt mean no harm with the pots style issue just so you know.
Also thanks for the offer.

@Jango, Ill fix that. thanks.

@MaxBeta, I felt powerless without my lappy. It's good  to be back officially now.

@Ink, can't wait for those sprites to be finished. And Thanks.
Title: Re: -SyN's- W.I.P. Thread
Post by: 2OS on August 30, 2012, 12:55:04 am
i know but with the way you worded it someone else could misinterpret it as harmful and a not needed episode could brew from that.
Title: Re: -SyN's- W.I.P. Thread
Post by: NoZ on August 30, 2012, 03:03:53 am
Holy shit that intro looks so damn sexy,good job bro :yippi:
Title: Re: -SyN's- W.I.P. Thread
Post by: TRUEMicah on August 30, 2012, 08:38:30 am
 Syn's back!
Definitely looking forward to future updates on my main guy, Strider.  :swoon:
Title: Re: -SyN's- W.I.P. Thread
Post by: Sima Shi on August 30, 2012, 05:54:14 pm
that intro feels like a rivally duel but i like it awesome!!
Title: Re: -SyN's- W.I.P. Thread
Post by: Retro Respecter on August 31, 2012, 06:32:28 am
SyN, here is a double-feature of us welcoming you back.



Title: Re: -SyN's- W.I.P. Thread
Post by: Negative Edge on September 13, 2012, 04:37:59 pm
Just posting some info in relation to this (http://mugenguild.com/forum/topics/i-need-some-input-team-mode-my-minigames-please-read--144474.0.html) topic, I managed to get team mode working properly where two human players can control their own character concerning my minigame projects. But due to mugens limitations, this is the route I will go:

Main menu:
Mode A you can select the mini game you want to play, mugen does it for you
Mode B you can choose what mini game you want to play but in 2 player mode, the ai controls your partner, also if you attempt to press ctrl+3, p1 controls both simultaneously....

For the most part i got what I wanted, but with mugens limitations, oh well, I guess it's a price I pay for NOT FOLLOWING NORMAL MUGEN TRENDS....

There I said it. :P
Title: Re: -SyN's- W.I.P. Thread
Post by: SOLIDUS SNAKE on September 14, 2012, 06:42:06 am
Sounds like a suitable idea and very creative my friend. Good luck on completing this epic project.
Title: Re: -SyN's- W.I.P. Thread
Post by: Negative Edge on September 17, 2012, 01:34:26 pm
Thanks.

(http://sphotos-b.xx.fbcdn.net/hphotos-snc7/304014_462856490413130_1015645511_n.jpg)

Co-op mode coming along nicely btw. I will start the boss coding first before I do regular enemies since the bosses will require alot more attention, interaction, and its own system. and if anyone asks, This is for 1.0
Title: Re: -SyN's- W.I.P. Thread
Post by: SOLIDUS SNAKE on September 17, 2012, 11:19:19 pm
If you need a announcer for the game over, count down. I have some clean rips that might workout for ya.
Title: Re: -SyN's- W.I.P. Thread
Post by: Cybaster on September 17, 2012, 11:27:18 pm
I'm really glad all your stuff is begin developed for (or ported to) 1.0.
It's the standard now, and it was sad to see all this great coding and originality going to waste because it wasn't compatible anymore. :)

Everything sounds cool. Good luck. ;)

PS : any plans to bring back your older interactive creations in 1.0 (Temple of the Damned, Training Room, etc.) ?
Title: Re: -SyN's- W.I.P. Thread
Post by: Negative Edge on September 19, 2012, 03:44:27 pm
Yes. I plan on recoding everything for 1.0. Requiem of the Damned is already available for 1.0 but got alot of complaints about it because ppl said they cant use it and it makes their mugen crash. Reason why, especially those with the retarded pokemon size rosters is that they have winmugen and 1.0 chars mixed up in their rosters when I clearly stated that this stage is for 1.0 characters only.  I guess they overlooked that and seen that it was a 1.0 stage and didn't care about the other warnings. Typical mugen heads lol.

Oh well but anyway, everything will be remade for 1.0.

Spoiler, click to toggle visibilty
Title: Re: -SyN's- W.I.P. Thread
Post by: RobotMonkeyHead on September 19, 2012, 07:53:31 pm
Great to see you back.  Can't wait to try that Neon Night Riders mine game.  About the play control for that, if up moves the character, how did you set up jump? is it super jump, or a double up tap or something?
Title: Re: -SyN's- W.I.P. Thread
Post by: Negative Edge on September 20, 2012, 07:34:28 pm
well, I kinda created my own platform style movement in mugen also I had to override alot of basic and default behaviours via a few changestates when walking, jumping, crouching, etc into a custom standing state. in that custom  standing state, i have given  the player control for attacking but when pressing up or down the ctrlset value is 0 so i can move my player down or up without it crouching or jumping. here is a small example of what I did.

Code:
[State -1, Platform Style Movement]
type = VelSet
triggerall = enemy,name = "NNR"
triggerall = enemy,authorname = "ImmortaL -SyN-"
triggerall = statetype != A
triggerall = movetype != A
trigger1 = enemy,var(0) = 1
trigger1 = enemy,var(3) >= 400
x = ifelse((command = "holdfwd"),const(velocity.walk.fwd.x)*1.25,ifelse((command = "holdback"),const(velocity.walk.back.x)*1.25,0))
y = ifelse(((command = "holdup" && enemy,var(3) < 4551 && pos y > -142.3*2) || (command = "holdup" && enemy,var(3) >= 4551 && pos y > -175.5*2)) ,-2.5*1.25,ifelse((command = "holddown" && pos y < -88.72*2),2.5*1.25,0))
ignorehitpause = 1

[State -1, Override certain states]
type = ChangeState
triggerall = enemy,name = "NNR"
triggerall = enemy,authorname = "ImmortaL -SyN-"
triggerall = Statetype != A
triggerall = enemy,var(0) = 1
trigger1 = (roundstate = 2 && stateno = 0) && time = [0,1]
trigger2 = (roundstate = 2 && stateno = 20) && time = [0,1]
trigger3 = (roundstate = 2 && (stateno = 10 || stateno = 11)) && time = [0,1]
trigger4 = (roundstate = 2 && stateno = 40) && time = [0,1]
value = 99998804

[State -1, Platform Sytle Game Landing]
type = ChangeState
triggerall = enemy,name = "NNR"
triggerall = enemy,authorname = "ImmortaL -SyN-"
triggerall = Statetype = A
triggerall = enemy,var(0) = 1
triggerall = enemy,var(3) >= 125
triggerall = statetime > 10
trigger1 = numhelper(99998890)
trigger1 = pos y >= (helper(99998890),fvar(0))
value = 99998806
ctrl = 0
ignorehitpause = 1

i have a helper that binds with your movement but stays in place when the characters statetype is a, the y pos that is, the x pos continues to bind so its like a pos y>= 0 trigger many use for landing tells my character to go into a landing state no matter when part of the screen you are at for that proper platform behaviour.

also in the standing state, the custom one.

Code:
;===========================
;Character Behaviour
;===========================
[Statedef 99998804]
type = s
movetype = i
physics = s
anim = 6666
ctrl = 0

[State 0, PosFreeze]
type = PosFreeze
trigger1 = enemy,var(3) <= 350
value = 1
ignorehitpause = 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = ifelse((enemy,var(3) <= 350),0,1)
ignorehitpause = 1
persistent = 0

State 0, CtrlSet]
type = CtrlSet
trigger1 = enemy,var(3) > 350
value = ifelse((command ="holdup"),0,1)
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = !numpartner
triggerall = prevstateno = 99998803
trigger1 = time = 0
x = 0
y = -115.5*2

[State 0, PosSet]
type = PosSet
trigger1 = numpartner
triggerall = prevstateno = 99998803
trigger1 = time = 0
x = ifelse(id > (partner,id),175,-175)
y = -115.5*2

[State 0, Jump]
type = changestate
trigger1 = command = "holdup"
trigger1 = command = "a" || command = "b" || command = "c"
value = 99998805
persistent = 0

[State 0, Turning]
type = changestate
trigger1 = command = "holdback"
value = 99998807
persistent = 0

;----------------------------------------------
;Jump (TMNT Mini Game Only)
;----------------------------------------------
[Statedef 99998805]
type = A
movetype = I
physics = N

[State 0, CtrlSet]
type = CtrlSet
trigger1 = statetime > 10
value = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 1
y = const(velocity.jump.y)

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = time > 15
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 0, VelAdd]
type = VelAdd
trigger1 = statetime <= 30
x = ifelse(command = "holdfwd",.0561,ifelse(command ="holdback",-.0561,0))
y = ifelse(command = "holdup",-.1261,ifelse(command ="holddown",.0561,0))
ignorehitpause = 1

[State 0, Gravity]
type = Gravity
trigger1 = time > 1

;===============================================================
;Landing
;===============================================================
[Statedef 99998806]
type = S
anim = 12
ctrl = 0
velset = 0,0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = helper(99998890),fvar(0)
ignorehitpause = 1
persistent = 0

[State 0, Jump]
type = changestate
trigger1 = command = "holdup"
trigger1 = command = "a" || command = "b" || command = "c"
value = 99998805
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 99998804
ignorehitpause = 1

;===============================================================
;Turning
;===============================================================
[Statedef 99998807]
type = S
anim = 5

[State 0, Turn]
type = Turn
trigger1 = time = 0
ignorehitpause = 1
persistent = 0

[State 0, Jump]
type = changestate
trigger1 = command = "holdup"
trigger1 = command = "a" || command = "b" || command = "c"
value = 99998805
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 99998804
ignorehitpause = 1

;==============================================================
;TMNT Minigame Character System Helper
;==============================================================
[Statedef 99998890]
type = s
anim = 6666
physics = s

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = root,pos x
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = root,statetype != A
y = root,pos y
ignorehitpause = 1

[State 0, Y Position ID for landing]
type = VarSet
trigger1 = root,statetype = A
fvar(0) = pos y
ignorehitpause = 1

I coded my own system states for this but in the custom standing states, moving up or down disables control so that helps eliminate jumping or crouching, and with that, you can hold up or up,fwd, or up,back and either a,b, or c to jump.
Title: Re: -SyN's- W.I.P. Thread
Post by: SOLIDUS SNAKE on September 20, 2012, 07:44:26 pm
School is in and the teacher just gave us a new lesson.
Title: Re: -SyN's- W.I.P. Thread
Post by: 2OS on September 20, 2012, 09:02:54 pm
why does almost no one use numenemy/ishelper BUT DOES use everything else like numhelper/numpartner/numtarget.

EVERY redirect needs a ""verify"" trigger.


btw if need be

""enemy,name"" is enemy (p2)
""enemy(numenemy=2),name"" is enemy partner (p4)
Title: Re: -SyN's- W.I.P. Thread
Post by: Negative Edge on September 20, 2012, 09:18:56 pm
because the ONLY ENEMY is the minigame.
Thats it.

And thats why there is no need  for me to use redirect triggers in this case.

;)
Title: Re: -SyN's- W.I.P. Thread
Post by: 2OS on September 20, 2012, 10:54:20 pm
ok but numenemy is still needed.

there are no enemies in the ""congrats"" screen for arcade or the ""rounds survived"" screen for survival so

[State -1]
type=velset
trigger1=enemy,name="NNR"

if something like this is parsed in either of those screens without triggerall=numenemy ( it absolutely will be because it's state -1 ) there's gonna be an assertive debug flood reading ""has no 0-th enemy"".
Title: Re: -SyN's- W.I.P. Thread
Post by: Negative Edge on September 20, 2012, 10:58:57 pm
Another thing you missed out on.
these materials are coming with its own screenpack that has been severely modified for this period.
I am not using the default mugen system, setting, configurations, at all

everything even the in depth system is custom coded, so again, there is very good reason why I am not using alot of the generic material many would use.

Also I posted the modes im using earlier. Survival is not one of them. No continue screen is needed for is custom coded, no congrats is needed, etc.
My works is not universal nor plug and play and again is coming with its own pack for reasons like this plus more.
Title: Re: -SyN's- W.I.P. Thread
Post by: XamΣeta on September 21, 2012, 12:18:02 am
for reasons like this plus more.
Anyone else smell brimstone, sulfur and fire?

...Either SyN is hacking away at mugen again or its the end of the world.

Just wanted to say that for some reason the new site continues to be "hazardous" in my workplace and I can not access it at all. :P

Also bro...is there anything else you may need from me or are you set?
Title: Re: -SyN's- W.I.P. Thread
Post by: Negative Edge on September 21, 2012, 12:46:05 am
I feel like I'm good to go right now. I'll keep you posted.
Title: Re: -SyN's- W.I.P. Thread
Post by: xPreatorianx1 on September 21, 2012, 10:58:32 am
Another thing you missed out on.
these materials are coming with its own screenpack that has been severely modified for this period.
I am not using the default mugen system, setting, configurations, at all

everything even the in depth system is custom coded, so again, there is very good reason why I am not using alot of the generic material many would use.

Also I posted the modes im using earlier. Survival is not one of them. No continue screen is needed for is custom coded, no congrats is needed, etc.
My works is not universal nor plug and play and again is coming with its own pack for reasons like this plus more.

So does that mean your CSX screenpack is making a comeback? If so I'm switching permanently to 1.0 as soon as it's released. As it seems you've covered everything else that is keeping me from switching to 1.0.

PS: Long time no see m8. This is xPreatorianx from "infinity deviants team." Well just Deviants now lol :P
Title: Re: -SyN's- W.I.P. Thread
Post by: Negative Edge on September 21, 2012, 04:11:32 pm
Long time no see, and yes, Everything.
Title: Re: -SyN's- W.I.P. Thread
Post by: xPreatorianx1 on September 22, 2012, 07:30:49 am
Long time no see, and yes, Everything.

Sweet dude, can't wait. And glad to see you back btw!
Title: Re: -SyN's- W.I.P. Thread
Post by: Negative Edge on February 06, 2013, 12:54:57 am
I NecroBUMP'D in my own topic, OMG! DRAMA!!!!
I'm just messing around but  I seriously forgot I had a wip thread here but just wanted to get a few things out to those that are interested.

Forgive me being on a crappy connection and My assignment in new york gets in the way of mugen, but hey, real life before mugen always.

A while ago GrayFox aka BigBoss released his Metal/Mugen Gear screenpack and I made some custom modifications to it that enhanced it and was supposed to be relasaed with the package as an optional add on but again, work and life played a major delay with the development but I can say that its nearly done and BigBoss had a beta of the add on and I promise that it will be worth the wait. Still have to finalize the package but plase be patient. It will be available soon.

The above features the following elements:


Next there is the Broken Mugen screenpack that came with a custom coded system that was originally coded by Neo Kamek but it is severely outdated. Seeing that some haven't got this to work and using the old and unreliable method, I took it upon myself to reconstruct the custom system from the ground up based on the way I make custom materials compatible among all characters. I been working on this for a bit when I get the chance and Had C.A.N and Saikoro test early betas of the update for bug testing but for some reason, Ferchogtx's chars has some serious issues with this according to C.A.N but still that was a n early beta just to make sure things were working for the most part but anyway the custom system for this includes:


* Newly added features

Finally once done, I plan on releasing a N00B friendly template for all screenpack creators with or without mugen character coding experience where they can add similar system like features like the ones above to enhance their screenpack where they can just basically fill in the blanks where I will have all the work done for them and all they will have to do is replace sprites and add their own sounds in the fightfx.sff and common.snd.

Once that is completed then I will go back to finish my 1.0 strider hiryu update which is mostly bug fixes from the older versions, some addtiional assists/strikers and the option to play without them plus two other things I will get into later as I progress then finally my mini games.

Well Thats basically it. I know I been out of touch with my works but I need to stop with this project jumping habit of mines but its basically the only way I keep my interest and focus in mugen.

Oh yeah I forgot, everything is team mode compatible as well.

I will be leaving NYC and this shitty connection within a week an I can really post updates images and videos later in this thread.

Thanks for reading, I will keep you posted!
Title: Re: -SyN's- W.I.P. Thread
Post by: Saikoro on February 06, 2013, 05:45:31 am
Awaiting your reply SyN. By all means, take your time. You can't rush goodness.

FYI to all: I'm looking forward to making all of this official. Keep your eyes peeled. :devilish:
Title: Re: -SyN's- W.I.P. Thread
Post by: Joulz on February 06, 2013, 06:26:36 am
sounds like a handfull of work but very nice though!
Title: Re: -SyN's- W.I.P. Thread
Post by: SOLIDUS SNAKE on February 06, 2013, 06:41:58 am
Sounds good man and I will be just returning to work on 2-8-13. Since my injury, it's been almost 6months being off from work. Do your thing Syn and as time permits, the bar's will be completed. Also, good luck on your other projects.
Title: Re: -SyN's- W.I.P. Thread
Post by: TRUEMicah on February 06, 2013, 06:58:28 am
^Glad to hear that your recovery is going well Boss. :yes:
Title: Re: -SyN's- W.I.P. Thread
Post by: Cybaster on February 06, 2013, 10:51:34 am
Sounds like a nice update, can't wait to see actual screenshots. :)
Title: Re: -SyN's- W.I.P. Thread (Mugen Gear add on Vid added)
Post by: Negative Edge on February 10, 2013, 10:22:35 pm
Almost completed, working on team mode fixes:

This is the arcade mode in action:



Features:

Custom Bars
Custom Timer with a low timer detection
Custom Round cut Scene
Custom Life Add Feature during matches
Arcade Mode Win/Lose Detection
Danger/Low life Bar, portrait, and BGM interaction
Final Round detection and BGM
Custom Conclusion BGM
Title: Re: -SyN's- W.I.P. Thread (Mugen Gear add on Vid added)
Post by: Sinnesloschen on February 10, 2013, 10:53:06 pm
Metal Gear Acid music for the final round BGM? I frigging love that song. I'd totally be hyped for this if my roster wasn't too big.
Title: Re: -SyN's- W.I.P. Thread (Mugen Gear add on Vid added)
Post by: Negative Edge on February 11, 2013, 01:56:10 am
the original select aint that big lol.
Title: Re: -SyN's- W.I.P. Thread (Mugen Gear add on Vid added)
Post by: SOLIDUS SNAKE on February 11, 2013, 04:21:16 am
Now what are those axis so I can make more ports. I want to test them out and be ready with the release. Things are looking good man, now how about the win icons still showing. In the video they are still showing a brief bit after the black animation. Waiting for the team mode tweaks and upgrades.
Title: Re: -SyN's- W.I.P. Thread (Mugen Gear add on Vid added)
Post by: Negative Edge on February 11, 2013, 05:06:16 pm
Group 9990
Image 990
x axis 0
y axis 0

And im aware of the win icons.
Title: Re: -SyN's- W.I.P. Thread (Mugen Gear add on Vid added)
Post by: SOLIDUS SNAKE on February 11, 2013, 06:22:32 pm
Roger that my man. I had to move the axisy up one. I might have missed the axis by one when cutting them.
Title: Re: -SyN's- W.I.P. Thread (Mugen Gear add on Vid added)
Post by: Negative Edge on February 12, 2013, 02:37:30 am
Should I make the ration obtainable by crouching on it as if you were picking it up? or keep it like it is, plus ill add a life up indicator on the player that gets the ration.
Title: Re: -SyN's- W.I.P. Thread (Mugen Gear add on Vid added)
Post by: Sinnesloschen on February 12, 2013, 02:51:30 am
I say have an option for either. The crouching option won't work well for AI, but the just touching it option really boils down to luck.
Title: Re: -SyN's- W.I.P. Thread (Mugen Gear add on Vid added)
Post by: Negative Edge on February 12, 2013, 04:20:45 pm
probably better off touching it then since it would be an advantage for a human player using the crouching option.

     Posted: February 18, 2013, 06:08:09 pm
Well I am happy to say that I got some time off of work. The first week of paid vacation went through starting at midnight from the time of this post and I plan on having both the Gear and Broken mugen system add on done.

A bit off topic but after everything that recently took place in RL, I am glad ill have time to do some serious mugen work!

stay Tuned!   :suttrox:
Title: Re: -SyN's- W.I.P. Thread (Mugen Gear add on Vid added)
Post by: Sinnesloschen on February 18, 2013, 06:13:03 pm
* C.A.N feels the hype * Good luck, bro.