The Mugen Fighters Guild
M.U.G.E.N Central => FullGame development => King of Fighters E => Topic started by: swipergod on February 29, 2012, 06:54:04 pm
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Simul mode is currently way too broken gameplay wise and is impossible to code without glitching for the current version of mugen, so I'm doing away with it and replacing it with a tag mode. I had already decided on it a year ago, but there's a lot of code to consider, so I haven't actioned it yet. LA has implemented a tag mode in his own stuff in the meantime. So he'll try to help. Here's where I'm at after the first round of feedback:
Tag in and out freely, but no attack and no invulnerability. A quick pause before an attack can begin.
1 DM stock to do tag out attack. Simple dive in attack. The bonus is that there will be full invincibility and strike for 100 points of damage and minimal recovery time.
2 DM stock to do a counter tag in while blocking an attack. The tagging character will do a special attack for about 300 points of damage.
3 DM stock to do a double team. Initiates a tag, but both character attack with a DM for upto 500 damage.
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Good ideas.
can you describe the double team DM?
you input command, the partner comes and they do DM at the same time? or another way?
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alrighty:
-first is easy. No invulnerability for the person jumping in or out? I assume in. The pause could be a landing taunt?
-could be the jumping cd with invincibility. Since the jumping cd is a standard animation.
-this is already in mine. Just increase the power and tag in invincibility.
-can be done with slight mods. The dm chosen can be per character(like my tag in specials).
This shouldnt be too hard. Assuming the connection works
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Simul mode is currently way too broken gameplay wise and is impossible to code without glitching for the current version of mugen, so I'm doing away with it and replacing it with a tag mode. I had already decided on it a year ago, but there's a lot of code to consider, so I haven't actioned it yet. LA has implemented a tag mode in his own stuff in the meantime. So he'll try to help. Here's where I'm at after the first round of feedback:
Tag in and out freely, but no attack and no invulnerability. A quick pause before an attack can begin.
1 DM stock to do tag out attack. Simple dive in attack. The bonus is that there will be full invincibility and strike for 100 points of damage and minimal recovery time.
2 DM stock to do a counter tag in while blocking an attack. The tagging character will do a special attack for about 300 points of damage.
3 DM stock to do a double team. Initiates a tag, but both character attack with a DM for upto 500 damage.
Can you do those while guarding? If not, would you consider making a tag-guard attack, or is there reason why you wouldn't want such a technique?
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2 DM stock to tag out while guarding. Or did you mean something else?
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2 DM stock to tag out while guarding. Or did you mean something else?
I suppose that would work. I was actually thinking of doing a Tag-Attack while gaurding, but I suppose that since there's already more then one different type of counter, there's not really a need for that.
Also, I'm not saying you should or shouldn't implement this, but what would you or Swiper feel about implementing a Shift-system, ala KoF XI?
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Will your system need the Ctrl-3 activation?
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yep. At least it does for now. Do you know a better way? I will need to add that to the readme cause I think I forgot it(I rarely update my readmes lol)
Edit: you do me controlling your teammate right?
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unfortunately I don't know any other way, I hope one exists
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I'll see about getting this started later. I ended up spending waaay too much time testing Hinako's ai(which lead to multi testing... Which lead to an ai tournament... Yeah...)
Do you have ideas for which super each character will use? And what the tag super command will be? What move you want done for the guard tag in? Etc. That will be the part that will make it slightly harder to quickly add to the game.
For the active boosters, Ryu's would be shoryuken and probably shinkuu. Hinako... Her headbutt and no clue on the super. Since she only has like... 1 that doesnt put p2 in a custom state(another potential issue).
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so I guess we should hold off on this a bit? Id make a list myself, but I only use half of the roster at most and only touch the others while looking for bugs. Some characters would have similar tag in moves, but with a 64 character roster, that's to be expected.
Any ideas?
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Ideas on what ? character's tag in moves ?
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Based off of the system there would be several moves. Tag in attacks should be simple. Counter attacks should also be simple. The dual DM is the tricky one. I want to get the 0.95 release out. Then I'll brainstorm here a bit.
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So I got around to this since .95 is out.
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Stuff:
-Would you rather have your partner run in or jump in for the free tag?
-For the sake of making this easier, Im using animations 52 and 6500 for the tag landing and tag attack(jumping cd with more downward range. I can adjust the vel to not need this, but you will still have range and timing problems otherwise). If we need these for other things, let me know.
-To control your partner, hit ctrl+3. Unless you are p2, in which case its ctrl+4.
-I'll worry about specific tag moves as I go. I can even do partner specific tag supers if you want?
-Tag super command is 2qcf+tag(z+c)
-To tag while guarding, its forward+tag
-For the attack tag, its back+tag
-Free tag is just tag
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Are you familiar with the Tag Team Workshop? One of the patch available there is called "Uno Tag v.1.6" which i made way back year 2006 (the code was based on AeroGP's Tag), but that tag still sucks til then and i worked for ver.1.7 but unfortunately i stopped playing in Mugen and left everything unfinished.. And "these" are nearly the same as i was trying to be implemented in v.1.7!
it's been 6 years since i left Mugen and i don't know if i could still understand mugen coding and continue my unfinished work.. :???:
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Sorry, but this is the first Ive heard of it. This system was built off of the one used in the tagging kfm(forgot who made it tbh). Mine takes up less space overall and has pretty much no debug flood(that Ive seen and that was with a fairly large amount of testing)
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I dont know how much coding has changed since then tbh. I didnt start till like... 2010?
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As far as the tag system goes, there is a command conflict. If you try to do the guard counter tag, you get the blowback a lot instead. I will probably need to change my command for it.
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I dont know how much coding has changed since then tbh. I didnt start till like... 2010?
..so do I! like I've said I left mugen for 6 years then i came back and surprise for all the changes in mugen! and i thought that elecbyte vanished already..
- about the tag code as i remember there were much glitch that i always encounter and i think there's nothing more i can do with that since then...
Posted: August 04, 2012, 12:19:35 pm
http://mugenguild.com/forum/topics/problems-tag-team-workshop-135888.msg1463125.html#msg1463125
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Only bugs I have in mine atm are the command and an intro issue. Special intros mess up for some reason and the swap out tag while guarding triggers blow back instead.
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LA, good to see you still keeping the project alive. Do you have the latest version that was posted a while back now? I'm gonna leave sorting out the tag stuff with you for now if that's okay. I don't have too much time atm, so I'll need to focus just on characters. That'll change once all the characters are done. Tag is the top priority after the roster completion. Not sure if you have the ability to record and dump vids. I'd like to see what the tag is looking like if possible.
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Ive got .95 with the exception of music or stages(forgot which). I was having issues with my mom's work internet at the time. I've been busy with CFJ2 so I havent had much of a chance to work on this. Plus you were away anyway :p
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Thanks for the PM. I'll look into the tag system. If you've moved onto another project, no worries. It's definitely hard for me to find time to finish this sucker off. For me, I've gotta complete the characters first, so I'll have to sit on the tag a little while longer.
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If it makes you feel better, I have only finished 11.5 characters while you were away : p. I didnt have internet to actually help you much. I won't have it for much longer tbh. 1 week - maybe 3 at best.
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lol. No worries man. That's just how life is sometimes. A shame we didn't hook up sooner when I was still unemployed and girlfriend-less. I had so much more time back then. And either way, you've already done a huge amount of contributions to the project. If I can get the last bit of spriting out of the way, I should be good to finish off the rest of the basic cast minus Ryuhaku and Hwa within the next few months. Once that's done I'll pump forward and try to clean up the sprites and sounds and implement tag. Then I'll throw in some storyboards and that'll wrap it up.
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Im still going to be doing boosters from time to time. Ive been trying to help out here and there with various projects(feedback mostly).
The biggest issue on the tag itself is just figuring out who all gets what. I need to go back and do some more tag testing one of these days lol