The Mugen Fighters Guild
M.U.G.E.N Central => FullGame development => MFG Presents Street Fighter => Topic started by: Just No Point on April 03, 2014, 08:03:04 pm
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Post useful information and tutorials that may assist in any area of creating the game from coding to data mining.
Programs to use.
The game is being made for MUGEN 1.0 (http://www.elecbyte.com/mugen)
We're using Fighter Factory 3 (http://mugenguild.com/forum/topics/fighter-factory-3-0-final-release-preview-v2-137126.0.html) to make most everything.
Having animations play through hitpause (http://mugenguild.com/forum/msg.1914975)
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I hope these can help.
Parry CvS2 style
Complete Vism
Custom Combos. A Groove
I found these for now.
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Good work!
The Code Snippet Archive has many useful pieces of code for this game (http://mugenguild.com/forum/msg.264625)
Number Counters (http://mugenguild.com/forum/topics/number-counters-143177.0.html)
Custom States detect (http://mugenguild.com/forum/topics/custom-states-detect-125606.0.html)
Bind to the Walls (http://mugenguild.com/forum/topics/bind-walls-132801.0.html)
SF3 Style Guard System (http://mugenguild.com/forum/topics/sf3-style-guard-system-89012.0.html)
New Guard Crush method (http://mugenguild.com/forum/topics/new-guard-crush-method-90882.0.html)
Negative Edge (http://mugenguild.com/forum/topics/negative-edge-40018.0.html)
Bézier curves in mugen (http://mugenguild.com/forum/topics/b%C3%A9zier-curves-mugen-31860.0.html)
Posadds and scales-- make them posadd correctly in any scaling ratio! (http://mugenguild.com/forum/topics/posadds-and-scales-make-them-posadd-correctly-any-scaling-ratio-32082.0.html)
SF3 air recover (http://mugenguild.com/forum/topics/sf3-air-recover-28752.0.html)
http://mugenguild.com/forum/topics/tutorial-constants-45102.0.html
http://mugenguild.com/forum/topics/fullgame-coding-guide-undocumented-and-noncommonly-known-problems-102062.0.html
http://mugenguild.com/forum/topics/accurate-stun-damage-system-for-dizzy-stuff-107380.0.html
http://mugenguild.com/forum/topics/distance-redirect-redirects-are-better-than-pre-redirective-trigges--144807.0.html
http://mugenguild.com/forum/topics/lock-life-and-power-141815.0.html
http://mugenguild.com/forum/topics/custom-bars-141757.0.html
http://mugenguild.com/forum/topics/dealing-most-1-0s-new-features-141180.0.html
http://mugenguild.com/forum/topics/math-algebraically-challenged-33643.0.html
http://mugenguild.com/forum/topics/variable-tutorial-129930.0.html
http://mugenguild.com/forum/topics/street-fighter-4-focus-attack-saving-attack-111652.0.html
http://mugenguild.com/forum/topics/super-armor-v2-hitstun-added--117143.0.html
http://mugenguild.com/forum/topics/street-fighter-4-ultra-bar-ex-bar-system-111772.0.html
http://mugenguild.com/forum/topics/shared-sff-air-and-snd-characters--98919.0.html
http://mugenguild.com/forum/topics/self-taught-codework--72814.0.html
https://www.youtube.com/watch?v=GcaXdmhL4qc
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updated 1st post
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SF3 air recovery code is not necessary any more thanks to the newest hitdef parameter: forcenofall.
Haven't looked at that guard code recently, but it's likely lacking because I faintly remember gazing at it about a year ago. With that said, I have nothing to offer since my code is too complex for me to remember what stuff does, so this sentence is effectively useless and I should be ashamed of myself.
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Various Artmoney tables. Credits to a bunch of people. Joram, JNP, Jesuszilla, Vans, and others I don't remember.
http://www.justnopoint.com/Tables/
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I think Reversals are also part of any Street Fighter game. They're early and well timed special move/super combo execution prior to getting out of guard hitshake states or whilst getting-up from lie down state.
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https://www.dropbox.com/sh/yd6x1kr50vtp6ts/AAARqtCic3S_vray_78mLIgia
Uploaded all the SF4 hitbox data from eventhubs to the dropbox to save in case of take down
http://www.eventhubs.com/guides/2008/jul/08/street-fighter-4-strategy-guide-hints-and-tips/
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http://mugenguild.com/forum/topics/a-couple-mame-cheat-files-sprite-ripping--159134.0.html
N. created some cheats to help assist in ripping sprites from SFA1-3. Combined with artmoney and animget this should make the process much quicker than my old method in kawaks.