The Mugen Fighters Guild

Art & Entertainment => Gaming => Topic started by: Achilleon on December 03, 2015, 06:51:28 pm

Title: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.07.2018
Post by: Achilleon on December 03, 2015, 06:51:28 pm
(https://image.ibb.co/no0Ta5/UNREAL_FIGHTER_2_D_MEDIUM_SIZE.png)

Twitter Info for constant updates as progress happens!

https://twitter.com/Achilleon_UE4 (https://twitter.com/Achilleon_UE4)

Hello everyone!

I am a simple UE4 Dev that is currently working on a Template where people can create their own fighting games as easy as possible by using Unreal 4. Though I have worked on 3D before, at the moment I am focused on the 2D part. I am an old Mugen dev (like, 8 years ago and so) and I decided to move to Unreal 4.

My current goal is to prepare a very detailed Template that people can create their own Fighting Game upon and it should not only have all Mugen features, but it's functions mimicked too, so a Mugen Dev can feel at home as much as possible.. For that I am creating the solutions for various things, such as input, combo creation, ability, collision, shadow, animation systems.

There are of course various small Engines for creating 2D fighting games, though I feel they are all limited and not open source to edit for your needs. Unlike those Engines, my template will be fully editable from head to toe, and you will be able to see what I have done inside to achieve what I have done so far. Since it's still Unreal 4 Engine deep inside, the limitations are no longer there! Plus, I am using Unreal's Blueprint module, aka visual scripting. As long as you know a little bit of how coding works, you will be able to understand what's going on. And I will have detailed explanation of every visual node and what they are doing, so you won't wonder "why is that there and why is this missing"!

About what is Unreal 4 Blueprint Visual Scripting is: http://blog.digitaltutors.com/become-familiar-blueprint-visual-scripting-unreal-engine-4/ (http://blog.digitaltutors.com/become-familiar-blueprint-visual-scripting-unreal-engine-4/)

Once you understand the system, you will be able to change it with whatever way you prefer. You don't like the way I did the Input System? Change it! You don't like the way characters push/pull each other? Make your own! Add something that is not there? Go ahead! ^_^

The videos you will see below are just the babysteps. More will come later, including talent system, rpg elements, clothing system. The list goes on, and you will have all the power within your hands to edit/delete/add new along the way of creation!

---------- Update: 28.07.2018 ----------

Sorry for the long time no update friends. Didn't think the first update was worthy to mention so I am posting two at the same time. ^_^ We are soon done with the Versus Mode, at least for now!





---------- Update: 15.01.2018 ----------

Phew. Finally got around this thing.  Unreal 4 really likes to say "f*** you" to the way I code things, but we got Menu stuff up and running! Options for now!



-----------------------------------

----- So What Should You Expect? -----

Alright, let's show you some Unreal coding! So wow actually hard will it be to do things in Unreal 4? What are our gains to take things a step further? How rocky is the road? Let you be the judge. ^_^

This will be a very small example related to Kungfu Man and how you make a taunt in it.

Here is a picture of coding from Fighter Factory 3;

(https://s6.postimg.cc/jnt8hoq3l/Capture.png)

Here is how you will see the coding at Unreal 4;

(https://s6.postimg.cc/xu8zcxge9/Capture2.png)

It might be confusing at first if this is the first time you see Unreal's visual scripting, as it is horizontal. Let me make it vertical for you, and it will be rather easier to get it. :)

(https://s6.postimg.cc/q1ibky2pd/Capture3.png)

This will surely help you understand what's happening, but let me help with extra notes please. Note that not everything will make sense, before I make a video how things work in Unreal, though I will give you idea about each of the things as much as I can. =)

The Red Box you see as "Custom Event" which is named "State 195", is a function we call in Input System so this state triggers. More on this when I show how Inputting works to call it in a video. Just note that you could call this event "State Taunt-1". Just letting you know that states are not longer restricted to numbers, you can actually name them.

The Black Function named "New State Definition" you see is the new "Statedef" we have in mugen. It has a nice "Basic" on it's name because it lacks the main movement components to set, which are known as to you "velset and veladd". The way movement works in Unreal is way better than just those values, and I will show them later. For now, not to scare people suddenly, I am hiding them. ^_^

New Main State ID is the first line we write in Statedef function in mugen. While mugen supports Statedef IDs as numbers, in Unreal you can give them actual names. No longer restricted to numbers as mentioned above. (Wrote 195 anyway just to make it similar to Kungfu Man Taunt).

Character Stance is same as "type" we have in mugen. When clicked upon, you will be able to chose "Standing, Crouching, Air, Lying down" just as before. I just find simply typing "type = s" might be confusing for newcomers. Note that I am making this template for everyone, not only for mugen devs, but for anyone who never worked on game development. I think while at it, we might have things more clear. Don't worry though, everything is subject to change. ^_^

Move Type is same as Mugen's movetype. Though instead of "I and A", we have "Non-Attack and Attack". Same function.

Face to Enemy? is the same boolean of mugen called "p2facing". Player will be instantly turned to face its enemy if this is set to true.

Animation Control Here we tick "Update Animation?" to make this State trigger a brand new animation for us. "Basic Animation Selection" module lets us choose a base animation from the list, such as Taunt, in this case.

Animation ID is the value that we enter to tell Unreal which animation to play. This is same as "anim" of mugen. Though the difference you see again, is that it does not have to be a number and can be a word.

Sprite Priority is same as sprpriority of mugen. It defines whether the sprite will be on top of the enemy's or not.

Controller Adjustment is the same as "ctrl" of mugen. Though in Unreal, you will have two control options. One is Movement Input, other one is Ability input. Movement one is basicaly what it means, being able to move, walk, run, jump. Ability one is being able to do abilities, mostly combos. More on this later.

Movement Adjustment is a special snowflake that I won't talk about now so much. In Unreal you will have way so much ways to set, manipulate, stop each axis movements. X is for horizontal movement, while Z is vertical. As I remember Mugen says "Y" is top, but I do not. Because I got some nasty plays for Y Movement. More on this later. For now just know that "Stop All Movements" means "velset = 0", separately for both movement types.

-----------

Let's jump to Set Control!. This one is called State Addon, because it does not define a state. It is a function that works whenever you link it to a State Definition. Linking states together is same as writing your states at mugen one after another. Oh how do we link stuff? Do you see the "State Entry and State Exit" links at top of each nodes? And the white lines that are acting like connection? That's what I mean. ;3

Connected Main State ID is the same thing of mugen's [State 195, 1]. As mentioned above, the moment you link states to each other via the connect wires, they will start working. But what actually makes them function is having "Connected Main State ID" being same as the current state definition.

When I read above, I realize how I complicate stuff, because I suck at explaining. Don't let yourself get confused, you are already doing this in mugen. The First state is 195, follows up with its controllers as 195, 1 - 195, 2 - 195, 3 and moves on. =)

State ID: is the same thing as [State 195, 1], basically self ID.

Condition link is where you gather up your triggers just as you do in mugen. Here you see we have "Current State Time" linked to an equality checker with value 40. This is exactly the same thing as "trigger1 = Time = 40" of mugen. I will show in a video how to link triggers together, it's very easy. =)

Enable Movement Input and Enable Ability Input booleans are the same of your "ctrl", as explained before. =)

-------------------------

Let's see our final Controller, "Change State".

First three are the same things explained above! Though we got a new condition check that is named "Animation Over?". It is a function that checks if the animation is over or not. Long story short, this is your "AnimTime = 0" in Unreal. =)

State to call is the same as your "Value = 0". State 0 is same on my template. It's your basic Idle. I do not have a control setter especially for it. For now setting the state to 0 gives you control automatically.

Hmm. That's all I think! I hope I didn't miss anything! I know things are still blurry. And some things are even lost in the fog. But once I prepare the video for this, you will understand that Unreal 4 is actually a fun engine, and since I will be making the functions you won't have hard times! And most importantly, you will be able to double click on those nodes to see what they are doing, and even create own your unique functions, states, addons, checkers. =)

Here is a video that I literally do a Taunt Code Demonstration:



----------------------------------------------

----- Videos from Old to New -----

Fighting System Progress 1



Fighting System Progress 2



Fighting System Progress 3



State Machine Demonstration - Taunts!



Gaussian Blur and Camera Zoom Features



Character Change Runtime



Collision Debug Visual Showcase



True Palette Grid System



Stage Development - Changing Stage Runtime



Movie Test



Render Scene to Sprite



Stage Expansion



Interactive Stage Object 1/3 - Dynamic Shang Tsung



Unreal Fighter 2D - Interactive Stage Object 2/3 - Barrels!



Input System Upgrade



Team Fight Progress 1/2 - Assisting



Team Fight Progress 2/2 - Swapping



Always appreciate your support! Thanks everyone. ^_^

I appreciate your time and reading!
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: The Street Fighter on December 03, 2015, 07:25:07 pm
Wow, this is incredible!

I'm no developer, or programmer for that matter, but I can see this having a lot of possibilities, so I look forward to see more out of this. :D
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Iori730 on December 03, 2015, 07:28:13 pm
This looks interesting, some questions if you are going through with this:
-is that just a sample fighting stage/template you made?
-I'm guessing you're going to make it easier to add sprites and such when making characters?
-Since this is Unreal, isn't it better to go 3d so we can import models?
-Arcade/Storymode - different paths depending on how you fight? secret endings/bosses? Cutscenes?
-Hidden characters

Mugen is outdated but still very good in terms of 2d creation, but  Mugen does not have those things mentioned above  and I'm wondering what your going to be adding to your base?

By the way, your project looks great, looks like you created this easily
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Ho-Oh's Apprentice on December 03, 2015, 07:37:44 pm
Oh my God, this is amazing, I now support this endeavor, and will be following it closely. Beautiful work, I love the Receive Hit system you made, love how you utilised the actor aspect of UE4's coding system. :)

@Genesis: YOU HAVE GOT TO SEE THIS MATE. :D :D :D
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: walt on December 03, 2015, 07:37:54 pm
The amount of control you have over graphics makes this very interesting.

Good job! Keep us posted :D
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: zero de armentis on December 03, 2015, 07:40:48 pm
that is amazing, i saw in the past that engine can create a arcade game like battletoads , but like a open world, and all of the remake of some games in 3d and more  things that can develop and i hope you finish  the template

I wish you success
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: O Ilusionista on December 03, 2015, 07:57:51 pm
Hey, not bad! I will keep an eye on this.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Achilleon on December 03, 2015, 08:17:30 pm
Wow, this is incredible!

I'm no developer, or programmer for that matter, but I can see this having a lot of possibilities, so I look forward to see more out of this. :D

Thank you! You don't have to know how to code. I don't know a single part of C++. Instead I use visual scripting. You can see a glimpse of it with the link I gave. It's basicly nodes, instead of codes.

This looks interesting, some questions if you are going through with this:
-is that just a sample fighting stage/template you made?
-I'm guessing you're going to make it easier to add sprites and such when making characters?
-Since this is Unreal, isn't it better to go 3d so we can import models?
-Arcade/Storymode - different paths depending on how you fight? secret endings/bosses? Cutscenes?
-Hidden characters

Mugen is outdated but still very good in terms of 2d creation, but  Mugen does not have those things mentioned above  and I'm wondering what your going to be adding to your base?

By the way, your project looks great, looks like you created this easily


Thanks and let me answer them immediately.

- Yes. It's a stage I have created to test stuff. Everything belongs to Capcom. Though it took like a week only to place stuff here and there. ^_^ Stage is like the easiest thing to do in Unreal.

- It is already easy to add sprites and create animations. Imagine Mugen combined with Fighter Factory tool. Everything can be edited. Though what Unreal can do is, adding mathematical functions to materials of sprites. For example in the last video, Ken in Black gets his hair turn red, eyes flash red and skin gets darker. As you see, it's just not a "paste a color tone upon it". You can have unlimited power on which sprite can be edited.

This can sound complicated so let me open up. My Ken Masters in Unreal 4 is not one sprite, but eight. At first video I show that from hair to gloves, skin, eyes, everything is seperate. Mugen and a-like engines lets you have one sprite only. This is because they rely on palette system to color up. This makes things actually easy at first, but limits you to the ground.

I will show more about this soon on the videos. You will be able to change your character's clothing, weapons, hairstyle. You can even change or add abilities depending on what they wear. More on that later though, I need to finish up the Core first.

-It is ofcourse doable to have 3d models. If you check my channel, everything started out as 3d. Though I started to miss my old Mugen days and decided to finish 2d first. Though main reason was, animation creation for 3d models were taking too much of my time. Ken and Ryu are perfect for starting out testing right away.

Don't forget, it is STILL Unreal 4. This will be fully open source and you will be able to edit anything. Once you start to get the idea of how things work, you can replace my characters to 3d.

Unreal 4 always uses 3D Rendering, neither 2d limits 3d, or 3d limits the 2d part. You can combine them. I will later on show some 3d Particle Effects of Unreal 4, and even stages. Oh, and since stages are 3D, you can have more than one layer for fighting. Imagine 4vs4, but within different parts of the stage. This will be good for network battles etc, but this is waaaaaaaaaaaaaaaaay later plan. ^^

"-Arcade/Storymode - different paths depending on how you fight? secret endings/bosses? Cutscenes?"

- Yes Arcade/Storymode will be there. Different paths is doable. Moral choices, etc all you can add, and I eventually will. Yes, Yes. Cutscenes are doable too. Since- once again- have to mention, Unreal 4 is still 3D. You can have an entire movie clip before, after, in between. You can go ham. ^_^

-Hidden characters? Why not?

"Mugen is outdated but still very good in terms of 2d creation, but  Mugen does not have those things mentioned above  and I'm wondering what your going to be adding to your base?"

- Yes I will. But first, I have to mimic Mugen completely. So far my beta testers giving positive results on how the demo plays etc. Once the "Mugen" side is complete, I will focus on adding RPG elements. Such as Talent System, Choices that Matter, Clothing etc. Before you go "wtf, this is not a rpg forum!", I know. Though I want to show what is possible and not.  I want people who work on Mugen, break their limits and see what is possible. They will then decide if they need something to be added or removed. :)


"By the way, your project looks great, looks like you created this easily"

Thank you for your kind words, but it took almost 11 months to get to this point. Imagine creating Mugen yourself. I had to create the entire system and had to make tests for months to get it this point. Collision, input system, clothing, talent system. Everything was a pain but it paid off.

I am not here to boast about my successes though. I rather want to share that, noone has to go after all these anymore. And best of it, you will see how it all works. There is no "Magic Happens" behind the scenes. When you click on my Collision System Module, you will see why player A is pushing B away when A is moving towards B. You will then be able to modify it with the way you need it.

What I didn't do, does not mean is not doable. Just because I didn't add a Moral Choice System, does not mean you can't. As I mention, this will be Mugen, with source code, and with Unreal power behind. :)

Oh my God, this is amazing, I now support this endeavor, and will be following it closely. Beautiful work, I love the Receive Hit system you made, love how you utilised the actor aspect of UE4's coding system. :)

@Genesis: YOU HAVE GOT TO SEE THIS MATE. :D :D :D

Thank you. The Recieve Hit System is a literal copy paste of what Mugen is doing. We all know that the reason every character works in Mugen once we put it in, is that we fill the sprite slots for getting hit, and the other characters use the sprites. This is what Unreal is doing right now. Whatever character you are creating, will work right away as long as you have the GetHit sprites ready.

The amount of control you have over graphics makes this very interesting.

Good job! Keep us posted :D

Wait till you see the 3D stages and the realistic shadow and lighting cast of Unreal in action. Our sprites no need to be simple emissive anymore. They can glow, cast light and shadow in the end. :)

I mean, imagine you created a stage with full of candles. You would expect them to change the shadow depending on their angle right? Soon I will demonstrate it, and you will see it looks lovely. ^_^

that is amazing, i saw in the past that engine can create a arcade game like battletoads , but like a open world, and all of the remake of some games in 3d and more  things that can develop and i hope you finish  the template

I wish you success

I appreciate your kind words. You can have an open-world fighting game if you so prefer, regardless of being 2d or 3d. Unreal maps can do 9999+km long due to the level streaming system. As I said, what I will do will be a core. Editing it from the core will also be in your hands. =)


Quote
Hey, not bad! I will keep an eye on this.

Thanks!
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: rhiggatwat on December 03, 2015, 08:24:46 pm
This looks incredible. Can't wait to see more. It looks like the possibilities are endless...
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Ho-Oh's Apprentice on December 03, 2015, 08:43:38 pm
Thank you. The Recieve Hit System is a literal copy paste of what Mugen is doing. We all know that the reason every character works in Mugen once we put it in, is that we fill the sprite slots for getting hit, and the other characters use the sprites. This is what Unreal is doing right now. Whatever character you are creating, will work right away as long as you have the GetHit sprites ready.

Ahhhhh, I never knew that. You must excuse my not knowing of this, as my current knowledge of how MUGEN coding works is nihil. But this is very interesting, keep up the amazing work. ;)
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Kamekaze on December 03, 2015, 08:56:40 pm
There's only one problem that comes to mind after reading how you're handling gethits, mugen's way of handling hitvels on standing opponents is pretty bad. If possible I'd go with a position adding way of applying velocity rather than what mugen tried to do. Mugen's friction was also a bit on the shoddy side.

@Jesuszilla: or @Felineki: Can explain it a bit better.

Alternatively, rather than requiring certain animation groups I think animation categories can be a bit more flexible since some games have much more than 3 types of standing hit animations aka sf3. I probably didn't explain this as properly as I like so I hope you get what I mean ._.

edit: How are you handling throws and other custom animations placed on the opponent that is outside of their normal animations?
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: S.D. on December 03, 2015, 09:03:22 pm
I have yet to try U4, I'm only well versed in UDK but I can see the parallels when it comes to coding, implementing flipbooks and whatnot.
I think my only big issue is the way palettes are getting implemented, even with automated actions it's too much of a hassle to separate the sprite into different sections.
ALSO, a big issue is that you're only changing either the hue or saturation or brightness to simulate palettes.
How are you going to handle Hue shifting in some sprites and its palettes (See: most SFIII sprites; Hue-shifting refers to having a transition of hues in a color ramp. A color ramp without hue-shifting is known as a straight ramp. In straight ramps, only the luminescence changes, while in hue-shifted ramps both hue and luminescence will (usually) change)
Straight ramps have to be one of the most visually unappealing things you can do as far as color schemes go, I mean:
(http://i.imgur.com/9iGrBo9.png)
On the other hand, hue shifting is definitely the way to go (Heck, I'm sure all sprites have hue shiftng to some degree and they're rarely straight ramps)
(http://i.imgur.com/gB8u1zp.png)


-Hidden characters
Out of all things to request, This has to be the least important one (Or it's preeeeetty down there), especially in a project of this magnitude.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Achilleon on December 03, 2015, 10:00:05 pm
This looks incredible. Can't wait to see more. It looks like the possibilities are endless...

Thank you! And yes, there are no more limits! ^_^ Almost.. I suppose!

There's only one problem that comes to mind after reading how you're handling gethits, mugen's way of handling hitvels on standing opponents is pretty bad. If possible I'd go with a position adding way of applying velocity rather than what mugen tried to do. Mugen's friction was also a bit on the shoddy side.

@Jesuszilla: or @Felineki: Can explain it a bit better.

Alternatively, rather than requiring certain animation groups I think animation categories can be a bit more flexible since some games have much more than 3 types of standing hit animations aka sf3. I probably didn't explain this as properly as I like so I hope you get what I mean ._.

edit: How are you handling throws and other custom animations placed on the opponent that is outside of their normal animations?

I understand your concerns so let me answer them as clear as possible.

Way too long time passed so I don't remember how exactly Mugen's friction worked, but my template does not work on friction. My hit impacts are based on position-change timelines. So you specify how hard or slow the receiver can move after the hit. Here is the example of Light Punch Hit Timeline for moving the enemy on impact;

(http://s14.postimg.org/demxyz0ld/Capture.png)

As you see, the value starts at 400 and slowly decreases to the point of zero. First value is 400 and we just that amount to make the guy move 6cm per frame. I am not showing what's truly happening behind but, what I want you to know is that, you got full control of how someone moves from one place to another within an impact.

There is no longer a set-friction of Mugen. You tell the enemy to move how, how much in each frame, how to raise or lower it, or when it ends.

About your second concern, my GetHit List can be edited by the core, it means that you can have more than 3 gethit animations. If you want you can have 2, or 20. The list is global. So as long as enemies have 20 types of get hit animation while standing, it will work.

You can take it as editing mugen internally to the way you prefer. What you need to be careful is if the other characters can reach out to your expectations sprite wise. I said "I mimic Mugen" because Ken and Ryu have also 3 standing get hit animations for example. That does not limit us though, so don't worry about it. I will show more core pictures later on when I clear things up, and you will see that, everything is literally editable to your liking. :)

About throws. Once again, since the GetHitSpriteList is global, just like Mugen, the attacker will easily make a manual animation by using the sprite list of the enemy. When I get to the point of "throwing" people around, I will show how I create the manual animations. :)

Think about it like this, why Mugen's throw or special animation gethits work? Because enemy picks up the sprites and creates the animations on live, right? Imagine it like that in Unreal too. =)

I have yet to try U4, I'm only well versed in UDK but I can see the parallels when it comes to coding, implementing flipbooks and whatnot.
I think my only big issue is the way palettes are getting implemented, even with automated actions it's too much of a hassle to separate the sprite into different sections.
ALSO, a big issue is that you're only changing either the hue or saturation or brightness to simulate palettes.
How are you going to handle Hue shifting in some sprites and its palettes (See: most SFIII sprites; Hue-shifting refers to having a transition of hues in a color ramp. A color ramp without hue-shifting is known as a straight ramp. In straight ramps, only the luminescence changes, while in hue-shifted ramps both hue and luminescence will (usually) change)
Straight ramps have to be one of the most visually unappealing things you can do as far as color schemes go, I mean:
(http://i.imgur.com/9iGrBo9.png)
On the other hand, hue shifting is definitely the way to go (Heck, I'm sure all sprites have hue shiftng to some degree and they're rarely straight ramps)
(http://i.imgur.com/gB8u1zp.png)


-Hidden characters
Out of all things to request, This has to be the least important one (Or it's preeeeetty down there), especially in a project of this magnitude.

It's nice to see someone from Unreal too. ^_^

I am afraid I am not able to answer your concerns, mostly because I don't understand the problem. Though if you mean this, as hue-shifting;

http://i.stack.imgur.com/9B8FE.jpg

- what I can say is, you know in Unreal you can separate the colors of a texture to Red, Green and Blue. What I demonstrated on those videos were terribly simple at best. You know how many mathematical solutions unreal has for everything. I probably don't though, I was always bad at materials. xP

- About seperating the sprites for coloring them in Unreal. I thought it would be a hell to go through too, since my Ken in Unreal is total of 8 sprites. My brother taught me the Batch process of Photoshop though. Now with one click I separate the sprites easily. The only small problem is, batching can't understand the difference between hair and gloves of Ken (since they are both yellow), so I have to give a few minutes to separate them manually. =)

- I would gladly answer the hue problem as much as I can if you show the SF3 sprites as an example though if you can. I never played SF3 so >.<

Edit! OH!

I think I understand what you are asking. You want the hue changing to be jumpy right? If so, I can do it and even demonstrate. It's all about how you edit the Timeline related to color change and set it's points. ^_^
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Hephaistos31 on December 03, 2015, 10:09:41 pm
This is a really great surprise!!
This is this kind of projects that can bring us to the "next level".
Good luck for your project man. :)
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Helios. on December 03, 2015, 10:19:24 pm
This is certainly very interesting.  Even down to the system that allows characters to consist of multiple parts to create a whole.  From what I can see your work may even cause more people to delve into original creations, which is something I will always support.

I'll be keeping a very close eye on this.  Stellar work.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Achilleon on December 03, 2015, 10:46:16 pm
This is a really great surprise!!
This is this kind of projects that can bring us to the "next level".
Good luck for your project man. :)

Thank you for your kind words. This is what I am aiming to head for aswell. We are at the babywalking phase but core is more or less ready to take more. :)

This is certainly very interesting.  Even down to the system that allows characters to consist of multiple parts to create a whole.  From what I can see your work may even cause more people to delve into original creations, which is something I will always support.

I'll be keeping a very close eye on this.  Stellar work.

Thank you too Mr Helios.. I want people to be able to go wild with their creations. I always dreamed that, and with Unreal 4's "no need c++" blueprint system, it is now possible for anyone to make things with this Engine, no matter if they know how to code or not. :)
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: AerosMugen on December 03, 2015, 10:49:48 pm
The only thing I can say is good luck, I'll keep an eye on your project, it may be the future of our little community.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: The Street Fighter on December 03, 2015, 10:52:26 pm
I love everything I hear, and this does sound good.

Now, this might sound like a boring, or simple question, but a very personal and favorable to myself, as a fighting game fan.
I hear you say you can create Story mode, and so on. Which is really good.

Now when I play modern fighting game, most of the playables are already unlocked by default, and I personally feel like it takes away so much of the fun. So my question is. "Will there be possible to unlock characters, as a feature?"
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Iced on December 03, 2015, 10:56:54 pm
Very interesting, I'll be very curious to see what more you cook up.

It might be a very viable tool to go towards in the future.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Achilleon on December 03, 2015, 11:02:50 pm
The only thing I can say is good luck, I'll keep an eye on your project, it may be the future of our little community.

Thank you. There is alot to do. We are so close yet so far. I just want the Mugen community to step up if they feel the need, and make the path softer with less stones. :)

I love everything I hear, and this does sound good.

Now, this might sound like a boring, or simple question, but a very personal and favorable to myself, as a fighting game fan.
I hear you say you can create Story mode, and so on. Which is really good.

Now when I play modern fighting game, most of the playables are already unlocked by default, and I personally feel like it takes away so much of the fun. So my question is. "Will there be possible to unlock characters, as a feature?"

To be honest, I wouldn't call such questions as boring or simple. We all had dreams and table flips due to Mugen's own rules. For example, I always wondered why it was so hard to have a Normal Ken and an Evil Ken together. List could go on, but we are beyond those times.

About your question, it is maybe the most simplistic thing to solve.

(http://s16.postimg.org/pxb99tt4j/Capture.png)

Here is a pic of how I would do it. Ofcourse it wouldn't be THIS easy, but all you would do is adding a boolean branch, or a few more incase you want the goal to be more than finishing the game.

So your question's short answer is; Yes. Long answer is; Yes I can do it to demonstrate at late stages. :)


Quote
Very interesting, I'll be very curious to see what more you cook up.

It might be a very viable tool to go towards in the future.

Thanks! Hope to show more later! :)
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: -Red- on December 04, 2015, 12:37:05 am
The problem with palettes is that your characters don't have a defined palette in UE4 like in mugen, right? As in, you don't have a list of, in the case of Ken, 16 colors (Including the transparent one) that can be individually modified (Without needing to separate parts into separate layers). You're instead forced to change the hue of an entire element at a time, and the only way to manipulate ONLY ONE color of the palette is by separating anything using that one color as a separate layer.

So in order to freely change every single color of a 16 color palette (Well, again, 15 as the transparent one does not count) you'll have to separate a single sprite into 15 (!!!) different layers, each layer having only one of the colors.

Your current method of separating only certain parts of a sprite allows you to change the HUE of that part in particular but you don't have full reign over every individual color of its palette, you can only change the entire layer via color hue modifications.


I had a similar issue while prototyping a game I'm doing on UE4 and faced the same problem, although I'm not doing a fighting game so I don't really need alternative palettes, which is why it's a non-issue to me but it will if I ever do a fighting game. My alternative solution to that would be to just create duplicated sprites for the alt colors but that still wont give me the ability to change individual colors like old school games do.

This video should show you some of the effects S.D. and I are talking about, just look at Gill:



Personally, I don't really mind the loss of that effect anyway. The flexibility of UE4 over Mugen is more than worth the trouble.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: felineki on December 04, 2015, 12:42:35 am
I saw Kamekaze pinged me about the hit pushback issue. Going by what you've said in your post, Achilleon, your setup with regards to hit pushback seems very good. It looks quite flexible, and capable of accurately recreating how it works in Capcom games.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Jesuszilla on December 04, 2015, 02:00:36 am
Yes, what you described sounds EXACTLY like what Capcom does for ground hits. It pushes back and gradually decelerates, so the pushback is less and less as time goes on. Excellent!


I've been looking for a more suitable engine for quite some time now. I'd love to provide as much input as I possibly can, maybe even contribute a little if I can get the time.


So it DOES have SFF support? If so that is absolutely awesome, that format is great for both programmers and spriters to work with.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: -Red- on December 04, 2015, 02:25:34 am
If you mean straight using .sff files from mugen to UE4 then no, but the tools used in order to make the animations are VERY similar to Fighter Factory, so anyone used to making .sff files for mugen should be able to create animations on UE4 just fine.

Heck, you can even use sheets on this in case you're too lazy to crop the entire thing into separate files. There are also a lot of options that make your life damn easier too.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Ho-Oh's Apprentice on December 04, 2015, 02:28:56 am
If you mean straight using .sff files from mugen to UE4 then no, but the tools used in order to make the animations are VERY similar to Fighter Factory, so anyone used to making .sff files for mugen should be able to create animations on UE4 just fine.

Heck, you can even use sheets on this in case you're too lazy to crop the entire thing into separate files. There are also a lot of options that make your life damn easier too.

True, which is why I like UE4 a lot. Achilleon's project here is like the icing on the cake, if he does complete it, I'll use it in a fucking heartbeat, I'd throw cash over something like what he is doing.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Nero from Lodran on December 04, 2015, 03:04:45 am
I really liking what i see...i really want see this complete,and i really want to pay  and learn how to use it.i have some questions...
1-how the paralax will work?a 3d model with specif configurations or olg mugen method?
2-you are going to mimic all mugen stuff right?how about new triggers and statedefs? I really see the need of nes ones (when i working with mk chars)
3-any chances to add stages like mvc2(i have luck and see the videos , i know now that have it)and maybe 3d fxs too?
4-how about diferent chars on a same slot(like mkt) press select to change it
5-how many buttons? Just 6 ? Or you going to add more? Select and the the L2 ,R2!
6-in this template will be a example full game? Like mugen kfm game?
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Zemilia on December 04, 2015, 03:06:26 am
This whole project seems really interesting in its own ways. I especially love how "Stage twisting" works in the engine, as it shows a "Oh shit" moment during a fight.

One question about Stage twisting: Does the color have to be red if a character changes to his/her evil form? I get that it gives off the feeling that you're really in for the fight of your life, but why not any other colors?

If I have to clarify what I mean, let's take Shadow Tiger's Lair from Killer Instinct (2013) for example: The color is dark blue at best (with some moonlight here and there), but it gives off an ominous feeling to an evil character (Shadow Jago).
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Achilleon on December 04, 2015, 03:20:31 am
The problem with palettes is that your characters don't have a defined palette in UE4 like in mugen, right? As in, you don't have a list of, in the case of Ken, 16 colors (Including the transparent one) that can be individually modified (Without needing to separate parts into separate layers). You're instead forced to change the hue of an entire element at a time, and the only way to manipulate ONLY ONE color of the palette is by separating anything using that one color as a separate layer.

So in order to freely change every single color of a 16 color palette (Well, again, 15 as the transparent one does not count) you'll have to separate a single sprite into 15 (!!!) different layers, each layer having only one of the colors.

Your current method of separating only certain parts of a sprite allows you to change the HUE of that part in particular but you don't have full reign over every individual color of its palette, you can only change the entire layer via color hue modifications.


I had a similar issue while prototyping a game I'm doing on UE4 and faced the same problem, although I'm not doing a fighting game so I don't really need alternative palettes, which is why it's a non-issue to me but it will if I ever do a fighting game. My alternative solution to that would be to just create duplicated sprites for the alt colors but that still wont give me the ability to change individual colors like old school games do.

This video should show you some of the effects S.D. and I are talking about, just look at Gill:

[youtube]https://www.youtube.com/watch?v=HvxtiJSde3s[/youtube]

Personally, I don't really mind the loss of that effect anyway. The flexibility of UE4 over Mugen is more than worth the trouble.

Firstly about the palette part. That is unfortunately correct. Unreal does not have a palette system. Maybe it will one day when Epic decides to do so, though for now the problem stays there.

I thought for week about what could be done about it, but it seems to be inevitable. As I mentioned in one of the posts before, if you really have a character that can have 15 changeable colors you can do this;

Set all those colors to different from each other in Fighter Factory, then extract entire sprites. In photoshop, do a batch process that seperates colors and saves them seperately. This is what I do with my Ken to seperate him to 8. Since it's batching, the process will work for all sprites and you don't have to do them over and over again for each sprite.

I am not saying it's not a pain though. The Rose is surely big, and so is it's thorns. Though that's the only way of getting full control of colors for now.

----

About the Gill color change is. Now I understand. Though all I can say is doable as it seems to be shining the light parts first, and going darker while doing the procedure from left to right. It IS possible because it's a mathematical thing they are creating. It's just that it would take time for me to find out.

Whatever I show in the first video for color changing, is the VERY VERY VERY simplistic stuff that even a rookie can get in a day. I have literally zero experience when it comes to materials, textures and editing them. I mean, Unreal got tons of things that it can do. Refraction, Reflection, Roughness. Things are endless. It's just that I am not capable of showing, and to be honest, I rather finish the engine first.

"Your current method of separating only certain parts of a sprite allows you to change the HUE of that part in particular but you don't have full reign over every individual color of its palette, you can only change the entire layer via color hue modifications."

About this part, because I didn't do any color masking by any means, it looks like that. But trust me, there are more possibilities and fixes for that problem. It's just I need some time to work on it. Though as I said before I want to finish the Engine first! ^_^

I saw Kamekaze pinged me about the hit pushback issue. Going by what you've said in your post, Achilleon, your setup with regards to hit pushback seems very good. It looks quite flexible, and capable of accurately recreating how it works in Capcom games.

Yap, that's the way it works!

Though as someone mentioned before, it will not have any support for any mugen's file. Though you don't really need it. Though tools for animation creation is quite easy. I think the easiest part. ^_^

Heck, you can even use sheets on this in case you're too lazy to crop the entire thing into separate files. There are also a lot of options that make your life damn easier too.

That is quite true for the entire project. I am not a Unreal 4 supervisor. I still don't know a ton of stuff and I am learning on the way. What you don't see on the videos, do not mean they can't be done, so don't take my experience as granted please. :)
Quote
True, which is why I like UE4 a lot. Achilleon's project here is like the icing on the cake, if he does complete it, I'll use it in a fucking heartbeat, I'd throw cash over something like what he is doing
.

Thanks! I hope to make a patreon thingy soon so I can gain many for hiring additional artists to get some sprites that I need etc, but I need to do more than just some pretty Shoryuken's first. ^_^

People need to see what's possible. Saying "oh it's not possible" is not a satisfactory level for me yet. I need to show.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Achilleon on December 04, 2015, 03:28:29 am
I really liking what i see...i really want see this complete,and i really want to pay  and learn how to use it.i have some questions...
1-how the paralax will work?
2-you are going to mimic all mugen stuff right?how about new triggers and statedefs? I really see the need of nes ones (when i working with mk chars)
3-any chances to add stages like mvc2? 3d levels with 2d sprites and maybe 3d fxs too?
4-how about diferent chars on a same slot(like mkt) press select to change it
5-how many buttons? Just 6 ? Or you going to add more? Select and the the L2 ,R2!
6-in this template will be a example full game? Like mugen kfm game?

Thanks, let me answer before I go to work. ^^

1- You just tell the parts of the stage to follow the camera in a percent movement. 100% means it follows camera completely (aka mountains etc), 20% means very close to camera etc. More on that later. Just know that it's possible and I already show that it works in the first and third video. ^_^

2- You can create new, unique events. You are not limited to triggers or statedefs. You can have macros, functions, custom events that are all connected to eac other.

3- Yes, Rendering is still 3d, you can have anything 3d in the map. Even have a realistic lightning shadow system.

4- Possible, never went for menu stuff though. Will do such things at late stages. This template is still in babysteps. :)

5- You decide how many buttons you want. 2, 8, 20. Does not matter. I got 7 + 1 for testing for example.

6 - Yup.

Quote
This whole project seems really interesting in its own ways. I especially love how "Stage twisting" works in the engine, as it shows a "Oh shit" moment during a fight.

One question about Stage twisting: Does the color have to be red if a character changes to his/her evil form? I get that it gives off the feeling that you're really in for the fight of your life, but why not any other colors?

If I have to clarify what I mean, let's take Shadow Tiger's Lair from Killer Instinct (2013) for example: The color is dark blue at best (with some moonlight here and there), but it gives off an ominous feeling to an evil character (Shadow Jago).
,
Thank you. No you decide the color. It was just something to test. You can even change the colors of seperate parts of the stage if you so desire.

Don't worry about the colors. You can change a stage entirely. Color is just there to show off, with some storms going on etc. :)
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Zemilia on December 04, 2015, 03:31:45 am
Just to let you know for future reference, there is a modify button like down there on your posts. Just saying so that you don't have to double post, and instead keep it a single (though more longer) post.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Nero from Lodran on December 04, 2015, 03:41:43 am
I still have some amounts of question s but i say them another hours...most of them are based on mugen limitations ,about regular time of adaptation and etc..i have my plans to make a originak fight game and this may be the tecnology i need to made it...
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Foobs on December 04, 2015, 03:55:53 am
Just to let you know for future reference, there is a modify button like down there on your posts. Just saying so that you don't have to double post, and instead keep it a single (though more longer) post.
Double posting is fine in this case because A) It's informative and not trivial and B) writing such long posts with multiple quotes becomes very hard (and nearly impossible to handle on mobile)
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Walruslui on December 04, 2015, 04:00:37 am
ive been interested in working with UE4 for awhile, im excited to see what you can do

(dude imagine what sprite artists can do without all the mugen bullcrap limitations with that engine, especially HD sprites)
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Just No Point on December 04, 2015, 04:49:57 am
If you get to a point where you'd like your own board(s) in Beyond MUGEN just let me know. This looks very interesting and I wish you the best of luck.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Bea on December 04, 2015, 10:03:04 am
For emulating palettes, you will have to code some sort of pixel shader to replace the colours based on a criteria.
For some monogame tests I have run, I used the red hue in the sprite to determine the colour row in the colour table texture and then moved to the selected line to get that particular palette colour.

I will try to post code and examples tonight. It should be possible to implement this with the actual sprite colours as indexes instead of red hues, but you can get false positives and end up picking a wrong colour as colours get converted to float values in the pixel shaders.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: GaziraAgain on December 04, 2015, 01:36:45 pm
This looks amazing! But it´s possible with this engine do animations with only a image? For example rotation, desplacement, zoom or perspectives? With mugen it´s impossible and this thing increment the height of the archives too much. This thing it´s for create lifebars or screenpacks. Thank you very much for your effort and good luck with the project!
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Achilleon on December 04, 2015, 03:49:25 pm
Just to let you know for future reference, there is a modify button like down there on your posts. Just saying so that you don't have to double post, and instead keep it a single (though more longer) post.

Thank you! I was rushing to work so I didn't have the time to edit seperately! That's what I had been doing so far. ^_^

ive been interested in working with UE4 for awhile, im excited to see what you can do

(dude imagine what sprite artists can do without all the mugen bullcrap limitations with that engine, especially HD sprites)

I witness so many slow downs and frame drops when it comes to high poly stuff so yeah.

Currently Unreal laughs its ass off right into my face as I work with SF Alpha Sprites and Characters. Since the Engine is meant to work optimized on highly specialized material functioned materials and 3d assets, it would still continue to and probably die from laughing too much. =)

If you get to a point where you'd like your own board(s) in Beyond MUGEN just let me know. This looks very interesting and I wish you the best of luck.

I really appreciate such generosity Mr Just No Point. Though for now this little post might be enough what little progress I have made. =)

For emulating palettes, you will have to code some sort of pixel shader to replace the colours based on a criteria.
For some monogame tests I have run, I used the red hue in the sprite to determine the colour row in the colour table texture and then moved to the selected line to get that particular palette colour.

I will try to post code and examples tonight. It should be possible to implement this with the actual sprite colours as indexes instead of red hues, but you can get false positives and end up picking a wrong colour as colours get converted to float values in the pixel shaders.

In unreal you can have 4 channels to be able to edit colors, Blue, Green, Red and Alpha. Many professionals in Unreal 4 have one texture with 4 information to use for various texture elements. I will "soon" get to that point too hopefully. :)

This looks amazing! But it´s possible with this engine do animations with only a image? For example rotation, desplacement, zoom or perspectives? With mugen it´s impossible and this thing increment the height of the archives too much. This thing it´s for create lifebars or screenpacks. Thank you very much for your effort and good luck with the project!

Thank you. Though I am afraid Unreal is not really an animation creation tool, make it 3d or 2d. I am afraid I am not really that experienced on those stuff you mention so I can't answer properly. Sorry!

Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Renzo F on December 04, 2015, 05:56:06 pm
This looks really promising. I know there's going to be more help than you need, but I gladly collaborate with some knowledge if its needed.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Jesuszilla on December 05, 2015, 12:40:44 am
Wait, what's the problem with palettes? It's not hard to build a palette-applying system with 8-bit PNGs. I did it twice in the past few weeks― once in Javascript and another in PHP. PM me if you want the source to see how applying a .ACT file works. It shouldn't be too hard to build an extension for it in UE. In fact, it's a hell of a lot easier than doing it in JS or PHP.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Bea on December 05, 2015, 02:24:18 am
Wait, what's the problem with palettes? It's not hard to build a palette-applying system with 8-bit PNGs. I did it twice in the past few weeks― once in Javascript and another in PHP. PM me if you want the source to see how applying a .ACT file works. It shouldn't be too hard to build an extension for it in UE. In fact, it's a hell of a lot easier than doing it in JS or PHP.

8 bit PNGs get converted to true colour when loaded as textures in 3D engines. You lose the palette information.
Most if not all recent video cards can no longer deal with 8 bit colour images and palettes.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Bastard Mami on December 05, 2015, 04:39:50 am
the workaround is to convert them before loading; but I found the Rshader method to be easier to handle creation wise, especially because it can be used for paletes with rmoe than 256 colours, though I have not created a workflow for the later.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: C.R.O.M Lando on December 05, 2015, 05:10:32 am
Wow! Had to read all the pages to catch up and i really like what you are doing. I already working a bit in Unity3d/2d and getting into  Shiva and Havok engines. UE4 is awesome and i was praying somethin like this would come along for the engine. How you handling the animations system via nodes if i am correct def seems to simplify things quite a lot for me, so hype to take a crack at it when ready! Keep goin hardcore on this and well wishes!
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Demitri on December 05, 2015, 05:22:55 am
This looks extremely promising. I have questions but I'll wait a bit. good luck!

@Zaitsu Hatter: Thanks for the heads-up bro!
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Achilleon on December 05, 2015, 02:54:33 pm
Wait, what's the problem with palettes? It's not hard to build a palette-applying system with 8-bit PNGs. I did it twice in the past few weeks― once in Javascript and another in PHP. PM me if you want the source to see how applying a .ACT file works. It shouldn't be too hard to build an extension for it in UE. In fact, it's a hell of a lot easier than doing it in JS or PHP.

Hello!

There is no problem with using palettes though. ıt just that Unreal in base, do not have such a system. It can be added? Why not? Unreal is fully source code open anyway.

The main question is, why should you?  The only reason 2d engines use palette system is that, they want to be optimized and limiting you to a sprite per character/creature/whatever-you-want-to-call-everything.

In my Template, you can have many sprites as parts of the character, just like my current Ken Masters is 8. The whole process of seperating the sprites is nothing but a Batching Process in Photoshop. There is nothing you need to afraid. I will make a tutorial about how to separate one sprite into many and do it automaticaly to other similiar ones, but I bet people know it already, and probably would do it better than me. :)

Quote
This looks really promising. I know there's going to be more help than you need, but I gladly collaborate with some knowledge if its needed.

That is very correct. I need everything that Mugen can do. So people will eventually tell me what's missing and I will add. For example someone already stated that my material system does not support what SF3's Gill has as "shining", which I am working on to replicate.

To everyone else, thank you for your support once again. I know many will have many questions and the videos show little despite the fact that the behind-work was massive. We will get to a good point in time eventually. :)
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Bastard Mami on December 05, 2015, 06:14:45 pm
The main question is, why should you?  The only reason 2d engines use palette system is that, they want to be optimized and limiting you to a sprite per character/creature/whatever-you-want-to-call-everything.

been thre, done that; you want to have palettes.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Jesuszilla on December 05, 2015, 10:00:39 pm
Yeah, seriously, palettes are the best way to handle this sort of thing, and swapping a palette doesn't take that much power.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: The 100 Mega Shock! on December 09, 2015, 03:46:39 pm
Old game artists could get very creative with sharing palette entries to make it look like a character was more colourful than the hardware supported - without a full set of sprites colour separated by hand you could run into issues trying to split these up and applying a shader to each individually. As well as getting more precise control over hue and brightness for each color in a limited palette (though Lab Zero's method of making Skullgirls and Indivisible prove you can still make alt color schemes regardless with a multi-layer setup)
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Achilleon on December 10, 2015, 01:42:20 pm
Old game artists could get very creative with sharing palette entries to make it look like a character was more colourful than the hardware supported - without a full set of sprites colour separated by hand you could run into issues trying to split these up and applying a shader to each individually. As well as getting more precise control over hue and brightness for each color in a limited palette (though Lab Zero's method of making Skullgirls and Indivisible prove you can still make alt color schemes regardless with a multi-layer setup)

I hear you.

I was not really happy with the fact that you can only change the tone of the sprite entirely, so currently I am working on a "almost" palette system.

A fellow Mugen Dev asked if we could do that SF3 Gill Shining effect and I am working on it right now and so far it's looking good.

While trying to do that effect, I was able to get hold of each tone. We still need to separate sprites for better control in Unreal, though if you want to reach each individual tone of a body part, it will be possible. =)

I will soon demonstrate what I mean in a video, and hopefully people who likes to work on palette and have full control of each tone at a sprite will be happy. =)
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: GaziraAgain on December 10, 2015, 07:22:22 pm
Looking forward for new updates!
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Lichtbringer on December 12, 2015, 11:36:24 pm
Achilleon your Fighting Game Template looks realy great so far.

You will be able to change your character's clothing, weapons, hairstyle. You can even change or add abilities depending on what they wear. More on that later though, I need to finish up the Core first.

I have some questions about this, since you are planning to make a system that allows chars to use multiple sprite sets and abilities depending on it, could you add a Code for Special Mimic chars like Shang Tsung or Hagure, that loads the data from the chars they imitate?

If you try something like that in Mugen, you can normaly not make the chars realy accurate to the source without creating a humongous File just for one char, so an extra code for chars like this could be realy great, and would also allow Mimic chars to be compatible with chars who are not from there own game.

Also will it be possible to add rule exceptions for "challenger" and Boss Fights?

What I mean is that you will only fight one challenger or Boss no matter what Mode your chose, even if you choose "Team Mode" or "Tag Team Mode" or even the other way around.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: GaziraAgain on December 13, 2015, 10:21:17 am
A clarification please, continue Unreal 2D Fighter Mugen steps? It´s able to play characters of all thrird parties games? For this way a non-commercial engine is needed, then this is the way of your amazing engine or you may pay for it with a comercial function? I like it too much the first option but... thank you very much for your work and forgive my bad english.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Achilleon on December 13, 2015, 07:16:19 pm
Quote
Achilleon your Fighting Game Template looks realy great so far.

Thank you. There isn't alot to show -yet-, but so far it's going well!

Quote
I have some questions about this, since you are planning to make a system that allows chars to use multiple sprite sets and abilities depending on it, could you add a Code for Special Mimic chars like Shang Tsung or Hagure, that loads the data from the chars they imitate?

First of all, let me get one thing clear. I am NOT directly adding an unique code that noone can do.

For example, imagine that I never showed that second video, or I never done anything to the stage, no red moon, no storm, clouds etc. Could you do it yourself even if I never shown the way? Ofcourse!

What I am doing is just using what Unreal is offering, which is uncountable. and can't wait to show and learn myself.

About Mimicing characters, it's very possible in Unreal due to a lack of palette system. Ryu can become Ken. Ken can become Gill. Gill can become a pink pony. I will demonstrate that soon-ish.

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If you try something like that in Mugen, you can normaly not make the chars realy accurate to the source without creating a humongous File just for one char, so an extra code for chars like this could be realy great, and would also allow Mimic chars to be compatible with chars who are not from there own game.

When I say, I will mimic Mugen, will not mean that we will have it's restrictions. Here is an example,

My Ken currently have a file named "Ability System Ken". Name explains itself already. It's just the ability holder etc.

Now, how to Mimic Ken's Shoryuken with an another character? Here it depends on how good you code your files. If I were you, I would make Shoryuken a file itself, and call for it in Unreal when a character wants to do Shoryuken. So instead of having characters store their abilities, you could create store files that contains character abilities. Viola, your Shoryuken is now reachable character-wide. With this way, you could even let players create their custom characters. Possibilities are endless when you are unchained and that's the whole purpose of this project.

Ofcourse these stuff are "easier said then done" and needs heavy proofs. Though all I would demand is giving me some time and trust. We are at the very early stages right now. Things will go nuts in time.

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Also will it be possible to add rule exceptions for "challenger" and Boss Fights?

What I mean is that you will only fight one challenger or Boss no matter what Mode your chose, even if you choose "Team Mode" or "Tag Team Mode" or even the other way around.

You are the ruler, you put the exceptions in there. Who will fight with who in which stage why when and what questions are asked AND answered by only you. Never forget, Stage, is an actor itself in Unreal Engine. It can have his own decisions, properties, AI etc. You tell a stage to spawn Shin Akuma out of no where? You will get Shin Akuma out of nowhere. That's it.

----

Though as I said before, I still need time to get things done. Currently I am focusing on rather basic things. A few developers here said that "The Palette System is a must" and we are getting there slowly. I will show a video in a day or two to demonstrate a few things for our beloved artists. Especially the guy who asked for Gill's glow effect will be extra happy to see it in Unreal as I was successful on that.

We will have one step at a time. For now, the small ones. Non-Mugen features will have to be idle for a not so long moment, and I hope you bear with me. Roar.

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A clarification please, continue Unreal 2D Fighter Mugen steps? It´s able to play characters of all thrird parties games? For this way a non-commercial engine is needed, then this is the way of your amazing engine or you may pay for it with a comercial function? I like it too much the first option but... thank you very much for your work and forgive my bad english.

No need for apologizes, I add my share of butchering English here and there. All characters that are made of 2D sprites are currently playable as long as you create them, just like you do in Mugen.

You can sell your game, or you may have it free. Never forget, ripping something (3d model, sprite, does not matter) is always a dangerous act and a violation in many's eyes. But 90% of the companies see it as a "way of getting free advertisement" as long as you don't charge people for it. Some companies dislikes even free stuff though, Hasbro comes to mind.

Your game can have paid transactions etc (those what Unreal have in itself, not something I need to add) if that's also what you mean. ^_^
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Lichtbringer on December 13, 2015, 10:19:24 pm
@Achilleon
Sorry I know nothing about the Unreal engine and coding with it, and I was not sure how much freedom you can and want to add to your Template.

But I'm look forward to your demonstration now.   :)
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Demitri on December 14, 2015, 12:54:10 am
this sounds so amaziing why is mugen such shit  :mcry:

I hate being one of those people but if it ever needs bug testing (not even sure what could go wrong but who knows!) I'm totally available.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Achilleon on December 14, 2015, 10:44:40 am
@Achilleon
Sorry I know nothing about the Unreal engine and coding with it, and I was not sure how much freedom you can and want to add to your Template.

But I'm look forward to your demonstration now.   :)

No need for any apologises Mr Lichtbringer. It's my fault to not be able to show all the things Unreal 4 can offer.. yet!

Oh by the way, about your mimicing character demand, it's actually easier than I thought. Unreal can let you load other file information on live. So you can swap "Ability System Ken" with "Ability System Ryu" rather easily. Doing this to all files would cause Ken to become completely Ryu.

Take it as being able to change character files of Mugen to another char. ^_^

this sounds so amaziing why is mugen such shit  :mcry:

I hate being one of those people but if it ever needs bug testing (not even sure what could go wrong but who knows!) I'm totally available.

Mugen is not bad! It's doing what it needs to do correct, but it's just outdated abit. :) Thanks for the offer, I will need it when things go nuts in due time!
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: GaziraAgain on December 14, 2015, 11:34:13 am
Change abilities sounds very interesting but you need similar animations or create new sprites to a better look no? It´s easy change Ken´s hadouken with the Ryu´s one but it´s easy  add to Ken some skills and supers of... for example... Iori? Thank you very much!
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Just No Point on December 14, 2015, 12:55:05 pm
There's no program that can automatically create new sprites/animations for characters. Unless Achilleon is also programming a super AI as well :p
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Achilleon on December 14, 2015, 10:20:52 pm
There's no program that can automatically create new sprites/animations for characters. Unless Achilleon is also programming a super AI as well :p

That is really correct. There isn't any way to make an automatic sprite ofcourse xP If you are going to make a detailed game, you will eventually work hard on it.

Though the new trend seems to be having 3D models acting as if they are 2D with right lightning and rendering. GUILTY GEAR Xrd -SIGN- does that exactly. While playing it looks like they are 2D sprites, but at supers or ending it become obvious that they are actually 3D models. I don't even have to tell  it is doable at Unreal 4 Engine, the game it was done in it. :P

Though what I need is some good voluntary artists for sprite creation myself, so I can demonstrate stuff. That can wait for now though.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Helios. on December 14, 2015, 11:17:19 pm
I'm sure there are a bunch of artists that will jump at that to make a bigger name for themselves, or even get free advertisement for their own commission work nudge nudge wink wink.

And yes, I figured out the method that requires the least amount of talent to create decent sprites and it still a lot of work to get things right.
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: XenoCard on December 14, 2015, 11:22:30 pm
I'm surprised! So this is something to produce more 2D Fighting stuff with how many things around. Ken looks cool in this one. Can't wait to see more!

I hope it's easier to make characters in this or somethin'. With effort put into it, I think this Fighting Game engine might be a nice alternate to M.U.G.E.N
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Ho-Oh's Apprentice on December 14, 2015, 11:29:39 pm
I'm sure there are a bunch of artists that will jump at that to make a bigger name for themselves, or even get free advertisement for their own commission work nudge nudge wink wink.

I probably would (if I were any better and had the time), but I agree with this statement.

Don't worry about sprites for now [talking to Achilleon] :)

And yes, I figured out the method that requires the least amount of talent to create decent sprites and it still a lot of work to get things right.

Are you talking about your 3D model method (the one you used for Neku Sakuraba IIRC)? Cuz yeah it still needs work so the output looks perfect. :S
Title: Re: PROJECT: Unreal Fighter 2D (Fighting Game Template for Unreal 4 Engine)
Post by: Helios. on December 15, 2015, 01:18:42 am
My scale was too small which was my main problem.
Plus I made major advancements since then, along with improvements on how I actually made the models, so it got a lot easier.

Either way, still need touch ups.
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: Achilleon on December 18, 2015, 12:14:43 pm
---------- Update: 18.12.2015 ----------

- New Video: A humble welcome for Mugen Devs. It's not much, but it gives an idea of how things work just a tiny bit! Also shows the new Coloring System!
Color System MK 2: Due to concerns of our fellow Mugen Devs and Artists, additional priority given to have more options and free space for people who rather wants to edit all tones at will. Now you can chose individual tones of the sprite body parts! Fourth Video demonstrates this at 3:30!

----------------------------------------------

Video : Welcome for Mugen Devs / Color System MK 2



---

I'm sure there are a bunch of artists that will jump at that to make a bigger name for themselves, or even get free advertisement for their own commission work nudge nudge wink wink.

And yes, I figured out the method that requires the least amount of talent to create decent sprites and it still a lot of work to get things right.

Thanks for even thinking about it in such a way. Hopefully this template will grow so much that it will be worth everyone's time!

I'm surprised! So this is something to produce more 2D Fighting stuff with how many things around. Ken looks cool in this one. Can't wait to see more!

I hope it's easier to make characters in this or somethin'. With effort put into it, I think this Fighting Game engine might be a nice alternate to M.U.G.E.N

Thanks for kind words! About it being easy, it's all about how complicated things you want them to be. I will have explanations written for every tiny bit of things so it will be hard to get lose, but time and your demands will give the true answer. ^_^

I'm sure there are a bunch of artists that will jump at that to make a bigger name for themselves, or even get free advertisement for their own commission work nudge nudge wink wink.

I probably would (if I were any better and had the time), but I agree with this statement.

Don't worry about sprites for now [talking to Achilleon] :)

I appreciate your consideration. Though I do plan to have a small Patreon for this projec,t and the moneny will be spent mostly on artists and mentors to get things done better at the parts where I lack the knowledge.

Hoping the best for the future. ^_^
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: GaziraAgain on December 18, 2015, 12:44:05 pm
Congratulations for all the advances that you have! It looks that the engine have lot´s of things to do, simply amazing!
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: -Red- on December 18, 2015, 05:30:11 pm
Hi! Saw your PM and watched the full video and wow! That looks damn good! I think that pretty much solves anything related to palette handling.
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: Demitri on December 18, 2015, 07:14:37 pm
I think I shed a tear. I'm so ready for this thing.
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: Ho-Oh's Apprentice on December 18, 2015, 08:08:00 pm
Oh my God, that was captivating. Keep it up good sir. :thumbsup: :thumbsup:
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: The 100 Mega Shock! on December 18, 2015, 08:22:16 pm
That looks great.
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: The Street Fighter on December 18, 2015, 08:36:49 pm
Really stunning, I love the video!
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: walt on December 19, 2015, 12:09:11 am
/me cums
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: AerosMugen on December 19, 2015, 12:37:39 am
That's great!
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: S.D. on December 20, 2015, 10:44:36 pm
I got your PM, yeah that definitely solves the whole hue shifting issue as far as palette management goes and also bypasses a couple of native limitations from the Mugen engine, good job :)
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: Helios. on December 22, 2015, 04:16:57 am
Thanks for even thinking about it in such a way. Hopefully this template will grow so much that it will be worth everyone's time!
It was more of an attempt to get everyone else to think in such a way.  It also looks like I got at least one to bite.

As for your video... Excellent work thus far; it certainly makes me equally interested in the UE4 engine as well as your work.
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: Achilleon on December 22, 2015, 09:57:32 am
I am happy to announce that I was able to achieve True Palette System thanks to help of two engineers and their calculations.

 At the moment we don't need to seperate body parts in order to reach the tones. With one simple function we just tell Unreal to fetch the color, and then change it to something else if we want to. Video will be coming in a few days. ^_^

Congratulations for all the advances that you have! It looks that the engine have lot´s of things to do, simply amazing!

Thanks! It's just the tip of the iceberg. There is lots of things to discover below the water. :)

Hi! Saw your PM and watched the full video and wow! That looks damn good! I think that pretty much solves anything related to palette handling.

Thanks! Well it was still unacceptable for me to force you to seperate body parts to different sprites JUST to get the tones, thanks to two other helpful people's work, we were be able to achieve a palette system. It's so easy to grab colors now it's not even funny! o.o

I think I shed a tear. I'm so ready for this thing.

^_^

Oh my God, that was captivating. Keep it up good sir. :thumbsup: :thumbsup:

Thanks! I am on my way!

That looks great.

/me cums

nopls.

Really stunning, I love the video!

Cheers!

That's great!

Thanks!
I got your PM, yeah that definitely solves the whole hue shifting issue as far as palette management goes and also bypasses a couple of native limitations from the Mugen engine, good job :)
The whole hue shifting is fixed NOW, as we speak. You will definitely love the new video. ^_^

Thanks for even thinking about it in such a way. Hopefully this template will grow so much that it will be worth everyone's time!
It was more of an attempt to get everyone else to think in such a way.  It also looks like I got at least one to bite.

As for your video... Excellent work thus far; it certainly makes me equally interested in the UE4 engine as well as your work.

Thank you again. Well, it doesn't hurt to move on to an engine that's getting updated to today's standarts. I just want people who likes fighting games to be able to follow up, that's all. It's not exactly just for Mugen Devs. Literally anyone should be able to do what other big companies are doing! That's the dream in the end!
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: GaziraAgain on December 22, 2015, 11:41:55 am
Thank you very much for the work you are doing. I hope this is the worthy successor of mugen, for now you did it! Only some little questions please... What file format you used to create characters? (.sff, .cns, etc in mugen). They´re more compressed? Any posibility to convert mugen archives to your new engine or it´s something impossible for the different programming languages that they used? Thank you very much and go for the best fighter engine we´ve seen.
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: Walruslui on December 22, 2015, 11:45:53 am
i dont think this is supposed to replace mugen, nor is it supposed to be a successor.

dude, why do you keep on asking if every single mugen file is compatible with this? he already said .sff's are not directly compatible and im pretty sure .cns files are not either. its a COMPLETELY different engine, let the dude do what he wants.

anywho, is it possible to mix in 2D effects that are rendered on a 3D plane ala Under-Night In-Birth?
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: likiji123 on December 22, 2015, 01:00:18 pm
I love the look of this project so far! :D

the fact that there's a system that allows you to change the stages look via a characters action is a dream come true for me and i cant wait to see what people do with this engine when its released
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: Achilleon on December 22, 2015, 11:36:18 pm
Thank you very much for the work you are doing. I hope this is the worthy successor of mugen, for now you did it! Only some little questions please... What file format you used to create characters? (.sff, .cns, etc in mugen). They´re more compressed? Any posibility to convert mugen archives to your new engine or it´s something impossible for the different programming languages that they used? Thank you very much and go for the best fighter engine we´ve seen.

There is no direct rule for creating files. The template is %99.5 open source. At the moment I created files for each system, make it sfx, vfs, collision, ability, animation, movement etc. Soon I will munch afew together because they are not that big. The way your files are planned are completely up to you. You can either create a file that stores literally everything, or you can separate them if you so desire.

In the end, Unreal 4 Engine got no relation to mugen, or how it handles files. You can not transfer anything from mugen. There is just no need of doing it, and it's just not possible. For example, how the attack system works is completely different from how mugen does.

Another example would be how sprite animations are stored in Unreal. Every animation is a seperate file that any actor in Unreal can reach in gameplay. This is officialy what makes "turning a character into another" the easiest thing possible. :P

i dont think this is supposed to replace mugen, nor is it supposed to be a successor.

dude, why do you keep on asking if every single mugen file is compatible with this? he already said .sff's are not directly compatible and im pretty sure .cns files are not either. its a COMPLETELY different engine, let the dude do what he wants.

anywho, is it possible to mix in 2D effects that are rendered on a 3D plane ala Under-Night In-Birth?

As you said, this is not supposed to replace Mugen. I never had such an intention. Though the main problem mugen faces is (rather any other 2d fighting engine really) that they are not being updated constantly and they are not full source for you to edit them. Whatever mugen and alike engine does is, they are doing what they are meant to do. They are simple, easy to learn. They got automatic actions ready for you in game etc.

Mine on the other hand is, Unreal 4 itself. It can be hard to get into as it's a massive engine. It's not exactly a newbie friendly step to get into. No matter what I do, Unreal will always be a big step, maybe way too far for the first time. Though what it does in return is rewarding you for your hard work.

About your question, that is possible. The rendering in Unreal is always 3d. For example the stage I have behind is just a sprite that is 100 cm away from characters in Y axis. You can have stage 3d, characters as 3d, particle effects as 3d, or have them 2d all the way. ^_^

Soon I will show everything in 3d. It's just a low priority thing as it's already possible. :P

I love the look of this project so far! :D

the fact that there's a system that allows you to change the stages look via a characters action is a dream come true for me and i cant wait to see what people do with this engine when its released

Thanks! You can have it the other way around too, telling stage to change characters. :P The things I have tested so far are so funny. ^_^ Hope to show more, after the palette system video. ^^
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: Demitri on December 23, 2015, 07:23:28 am
You mention this not being so beginner friendly since its still UE4 (and naturally so). Would you recommend anything for someone to kinda learn enough quickly/effectively?
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: Achilleon on December 24, 2015, 01:09:04 pm
You mention this not being so beginner friendly since its still UE4 (and naturally so). Would you recommend anything for someone to kinda learn enough quickly/effectively?

The Template itself is not beginner friendly because at the same time you need to learn Unreal if you didn't do so before. You could take it as trying understand what a very complicated character in Mugen does, instead of checking Kungfuman.

What I can suggest is, just grab Unreal 4, it's free after all. Check their own video tutorials etc. Everyone starts with making a rotating door. There is like 10 ways of doing it. xP

Before I started this project, I worked on many stuff that were not related to this project. You can do the same in your free time. When I started there wasn't enough tutorials, now there is tones. Plus, considering your questions will be simple, you will get quick responses at Answerhub or Unreal forums.

So I suggest taking the first step yourself before waiting for this project. ^^
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 18.12.2015
Post by: PeXXeR on December 27, 2015, 05:32:32 pm
This looks so cool, with unreal creators can do all sorts of things. 3d stages with 2d sprites like MVC2, 2d stages,2d sprites all this with all the bells and whistles of dx 11/12.
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 03.01.2016
Post by: Achilleon on January 08, 2016, 04:41:05 am
---------- Update: 08.01.2016 ----------

- New Video: Here we have the moment of truth! Palette System that many wanted. And it's -almost- easier to use!

Color System MK 3: I was still not happy with the fact of separating sprites in Photoshop, so me and Mr Dash (someone who teaches me material stuff) found another solution! Now separating sprites is a luxury that you can chose to do for clothing, weapons etc if you so desire. ^^

I am really tired so I can't really tell more. But the video explains more than enough as it's long! =)

----------------------------------------------

Project Unreal Fighter 2D - Color System MK 3 (Palette Version)



---
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 08.01.2016
Post by: GaziraAgain on January 08, 2016, 10:23:02 am
I´m waiting too much news of your engine. Really good to see your progress, this promisses!
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 08.01.2016
Post by: Achilleon on January 08, 2016, 10:04:19 pm
I´m waiting too much news of your engine. Really good to see your progress, this promisses!

Hang in there, working as hard as I can ^_^
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 08.01.2016
Post by: Cazaki on January 12, 2016, 09:31:15 am
Bravo. I actually was pondering doing something like this for Unity when I originally started to get a feel for it and C#, but of course, I got distracted and worked toward other stuff instead. This is the natural proggression to MUGEN right here, nice stuff.
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 08.01.2016
Post by: Helios. on January 14, 2016, 02:23:38 pm
So moving on from the visual work, which you seem to be handling very well, I'd like to know how you'll be handling what goes hand-in-hand with it: animations and hit boxes (mainly the latter).

For ease of use our current engine environment uses a script based interface to parse everything as simply as possible, and from what I remember from working with 2D elements in 3D space, is that there is no real 2D anymore.  Right now within my limited knowledge of what goes into UE4 and what is possible within the engine I'm curious to know if the hit boxes would have to be created outside of UE4 in a 3D modeling program, as was the norm back when I was working in Unity on 2D projects, or if a similar scripting engine could be created to handle everything?  Or would you find a completely different way to handle it that is still easy enough for people with zero 3D creation ability to use?
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 08.01.2016
Post by: Achilleon on January 16, 2016, 12:17:47 am
Bravo. I actually was pondering doing something like this for Unity when I originally started to get a feel for it and C#, but of course, I got distracted and worked toward other stuff instead. This is the natural proggression to MUGEN right here, nice stuff.

Sorry for the late response, I am working my rear to get some stuff right so it's taking all my time.
 
To be honest I don't like Unity. You still need to know coding to do stuff, and it's not free. I don't count limited stuff free.

In Unreal you don't need to know how to code. Knowing very simple stuff will get you very far in time. I for one, don't know a thing about C++. I know how to use blueprints, which is a visual scripting system. So people will be able to do whatever they want once they get the hang of it. Ofcourse my own functions will help alot. But nothing will stop them from double clicking on a function to see what it does inside to work.

You can take it like this, you know what to do to make a guy dash forward in Mugen, but what if you wanted to know how it works? People who wants to go deeper and create their own functions in time, will find the power of Unreal 4 in their hands. ^_^

So moving on from the visual work, which you seem to be handling very well, I'd like to know how you'll be handling what goes hand-in-hand with it: animations and hit boxes (mainly the latter).

For ease of use our current engine environment uses a script based interface to parse everything as simply as possible, and from what I remember from working with 2D elements in 3D space, is that there is no real 2D anymore.  Right now within my limited knowledge of what goes into UE4 and what is possible within the engine I'm curious to know if the hit boxes would have to be created outside of UE4 in a 3D modeling program, as was the norm back when I was working in Unity on 2D projects, or if a similar scripting engine could be created to handle everything?  Or would you find a completely different way to handle it that is still easy enough for people with zero 3D creation ability to use?

Thank you for the kind words, let me ease your mind with the hitbox. It's just not that hard. I wonder what made you think it would be that complicated. x)

Here is a picture of the collision of a certain sprite;
(http://s22.postimg.org/chmb3vzyp/Capture.png)

As you see, you just add boxes to it and Unreal gives it a thickness, which is a value that you can adjust. At top you can see your options on shape.

Here is a bit more complex shape to use, incase you want more precise collision;
(http://s29.postimg.org/frzvgjqhj/Capture2.png)

It's completely editable by all means for each sprite you use.

I am not showing how the attack boxes are though, mainly because they don't exsist. I will show how I do it later when it's more beginner friendly and things are more shapely. The way I do it (generally how you do it in unreal) is abit different, but I believe it will be a welcome change for people who wants more option than a box. :)
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 08.01.2016
Post by: AerosMugen on January 16, 2016, 01:15:02 am
SF4 engine had those angled boxes, being able to change the shape to something more than a box is a step in the right direction.
Great work, please update us as soon as news appears.
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 08.01.2016
Post by: Helios. on January 16, 2016, 01:32:16 pm
I had some very bad experiences with the start of 2D in 3D environments, just wanted to make sure~.

That said, that is a very nice way to handle things.
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 08.01.2016
Post by: Achilleon on January 20, 2016, 02:04:04 pm
SF4 engine had those angled boxes, being able to change the shape to something more than a box is a step in the right direction.
Great work, please update us as soon as news appears.

Thank you for the kind words. As you see, I am here to make things abit.. one step forward. You can either have old Mugen style boxes for good optimization, or you can have complex shapes without a limit incase you want max accuracy. Choice will always be there. ^_^

About updating, the most unfortunate thing is I can only update when there is something visually to show. Everyday I fix many stuff and update, or completely redo it. For example, shadows followed the body one frame before so there was a kind of "catching up" if you really looked close to it. Then I realised crouch start animation wasnt always triggering if you rapidly pressed the down button. Those stuff are like "meant to be fixed or shouldn't exsist" so I never mention them here or anywhere else. Only early access buyers know them. ^_^

I had some very bad experiences with the start of 2D in 3D environments, just wanted to make sure~.

That said, that is a very nice way to handle things.

No worries Helios., Unreal is welcoming in many ways!
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 08.01.2016
Post by: Achilleon on February 20, 2016, 02:23:25 pm
---------- Update: 20.02.2016 ----------

- New Video: God, finally we made it! Sorry for not updating for long. Had very hard times in life so focused mostly on bugfixes, then movement related abilities.

- New Ability = Normal Dash: This is basicaly a hop. Double forward or backward will cause ken to hop to the direction it is requested. Ken is not able to do any move at dashing process, as there is no air-attack. Though he still can attack the moment he lands so he does not need to wait for "Dash End" animation to finish. Ken can only start moving freely the moment that said animation is done though.

- New Ability = Dark Slide: As wickedly awesome and amazing it sounds, it's nothing but a slide to either forward or backward. Key point is Ken can do abilities at the very first moment he starts. Another addition is that Ken can rotate if the enemy jumps over etc, letting him have an advantage. One last thing to mention is that, this ability stops if it reaches to either camera visual limit or level border, triggering it's ending animation.

- New Ability = Hit Cancel Dash: This ability is like "Normal Dash" but it doesn't contain the air-movement and stays on the ground. It can be used after doing Shoryuken. Double forward tapping after either the first or second hit will stop Shoryuken and trigger this ability. Currently it is not balanced as you can constantly hit cancel every shoryuken. Also you can use this ability after Heavy Punch just for the testing purposes.

- New Ability = Ashura Senkuu: This ability is basicaly Akuma's immune-to-hit sliding move. Currently it does not let Ken do any moves at the cost of being unhitable till the ending animation. Quality of the particle effects is subject to change.

- New Ability = Death Mark : After doing more than 4 hits with regular one button punch and kicks, doing heavy kick in the end will cause another "heavy kick" to trigger, adding a debuff on Red Ken. Basic way of triggering this is simple : LP + LK + MP + MK + HK. Only Ken in Black can trigger this.

The debuff allows dark ken to run in lighting speed to the enemy once and allows Shin Shoryuken to be instant in 0.6 second window after the rush. The eyes of the Debuff will be closed if the enemy and player's distance is less than 4m. The moment eyes are open wide and red means that the shin shoryken is instant. This debuff lasts 15seconds.

- New Ability = Murderous Rush: Ken rushes in high speed towards the target's behind, or front if the enemy is close to stage borders. Ken is immune to attacks during this rush and once the rush ends, he needs to quickly spam Heavy Punch button to cast Shin Shoryuken.

Fighting System Progress 2



Till then, take care friends!
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 20.02.2016
Post by: Mitchell_MM on February 20, 2016, 02:40:33 pm
This is all very good!
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 20.02.2016
Post by: GaziraAgain on February 20, 2016, 05:57:35 pm
Nice to see more progresses of the engine, can´t wait for the first beta!
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 20.02.2016
Post by: Demitri on February 20, 2016, 06:51:20 pm
the buff/debuff system was the most exciting part!
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 20.02.2016
Post by: Masterhand128 on February 20, 2016, 06:57:22 pm
I´m really interested to import all my edited characters to an another engine(like this), but I don´t have many knowledge of programming. :P
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 20.02.2016
Post by: Achilleon on February 20, 2016, 08:05:29 pm
This is all very good!

Nice to see more progresses of the engine, can´t wait for the first beta!

the buff/debuff system was the most exciting part!

Thank you everyone!

I´m really interested to import all my edited characters to an another engine(like this), but I don´t have many knowledge of programming. :P

Who talked about programming? The whole point of this template is being able to do things without knowing C++ while using Unreal Engine. Just like this;

(https://forums.unrealengine.com/attachment.php?attachmentid=76763&d=1454424327)

You shouldn't really worry about it. I am working my rear off just so things can be simple nodes for you to put and let everything work out. Check for Blueprint Visual Scripting for Unreal 4 in google, you will understand.

Basically, if you don't know how to write C++, system called Blueprint give you the option to use such things as nodes. ;D

Once we reach to a point of release, I will show how things are done. You will feel like editing things in Mugen ;)
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 20.02.2016
Post by: Masterhand128 on February 20, 2016, 09:11:04 pm

I´m really interested to import all my edited characters to an another engine(like this), but I don´t have many knowledge of programming. :P

Who talked about programming? The whole point of this template is being able to do things without knowing C++ while using Unreal Engine. Just like this;

(https://forums.unrealengine.com/attachment.php?attachmentid=76763&d=1454424327)

You shouldn't really worry about it. I am working my rear off just so things can be simple nodes for you to put and let everything work out. Check for Blueprint Visual Scripting for Unreal 4 in google, you will understand.

Basically, if you don't know how to write C++, system called Blueprint give you the option to use such things as nodes. ;D

Once we reach to a point of release, I will show how things are done. You will feel like editing things in Mugen ;)


Interesting, and it is possible making boss characters with Super Armor?

PS: I would like install this engine, but my computer doesn´t have the correct requirements. :(
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 20.02.2016
Post by: Achilleon on February 20, 2016, 09:34:47 pm
Quote
Interesting, and it is possible making boss characters with Super Armor?

PS: I would like install this engine, but my computer doesn´t have the correct requirements. :msad:


Yeah but that's like, quite the long road plan. You will be able to do anything you want once you get the hang of things.


Though your biggest problem might be Unreal 4 Engine itself. Why not give it a free download and try how it works for you?


If you are going to do 2D stuff, you can disable many features of it to ease your work. ^^
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 20.02.2016
Post by: thepaniqd on February 20, 2016, 09:49:04 pm
Wow this looks great! i'll definitely be following your progress.
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 20.02.2016
Post by: Ho-Oh's Apprentice on February 20, 2016, 10:17:36 pm
Good stuff man, everything looked phenomenal. I loved how smooth the normal hops/dashes flowed. :)

Just a quick question, menu and HUD stuff like lifebars and super bars, are they in your long term plan for this engine?

As always, keep up the amazing work! :2thumbsup:
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 20.02.2016
Post by: Masterhand128 on February 20, 2016, 10:55:46 pm
Quote
Interesting, and it is possible making boss characters with Super Armor?

PS: I would like install this engine, but my computer doesn´t have the correct requirements. :msad:


Yeah but that's like, quite the long road plan. You will be able to do anything you want once you get the hang of things.


Though your biggest problem might be Unreal 4 Engine itself. Why not give it a free download and try how it works for you?


If you are going to do 2D stuff, you can disable many features of it to ease your work. ^^
Thank you for your advice, but I don´t want to risk.
Currently I have plans to edit a character and I don´t have many time.
And yeah, I would use for 2D stuff but maybe I will install this engine more later...
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 20.02.2016
Post by: Achilleon on February 21, 2016, 02:05:51 am
Wow this looks great! i'll definitely be following your progress.

Thanks!

Good stuff man, everything looked phenomenal. I loved how smooth the normal hops/dashes flowed. :)

Just a quick question, menu and HUD stuff like lifebars and super bars, are they in your long term plan for this engine?

As always, keep up the amazing work! :2thumbsup:

Thanks mate.

It's interesting though, this isn't the first time someone mentioned the smooth flow you talk about. I don't remember Mugen having it such mention-ably bad.. But then, it's been years. ^_^

About the HUD. Yeah. I will eventually do them once I do the combat abit more.  There are still things that are missing that needs to be coded. Once we get to the "Well, it works." stage of fighting, I will handle them too.

Not only you will have a HUD, but you will be able to have invidual special bars etc for each character. An example will be for Dark Hado Ken, where he will have another bar that shows the Hado amount he contains etc.

Sit tight!

Quote
Interesting, and it is possible making boss characters with Super Armor?

PS: I would like install this engine, but my computer doesn´t have the correct requirements. :msad:


Yeah but that's like, quite the long road plan. You will be able to do anything you want once you get the hang of things.


Though your biggest problem might be Unreal 4 Engine itself. Why not give it a free download and try how it works for you?


If you are going to do 2D stuff, you can disable many features of it to ease your work. ^^
Thank you for your advice, but I don´t want to risk.
Currently I have plans to edit a character and I don´t have many time.
And yeah, I would use for 2D stuff but maybe I will install this engine more later...


Ah no worries, this still has a long way to come anyway! Enjoy yourself, and good luck on the character! ;D
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 20.02.2016
Post by: Masterhand128 on February 21, 2016, 12:50:03 pm

Quote
Interesting, and it is possible making boss characters with Super Armor?

PS: I would like install this engine, but my computer doesn´t have the correct requirements. :msad:


Yeah but that's like, quite the long road plan. You will be able to do anything you want once you get the hang of things.


Though your biggest problem might be Unreal 4 Engine itself. Why not give it a free download and try how it works for you?


If you are going to do 2D stuff, you can disable many features of it to ease your work. ^^
Thank you for your advice, but I don´t want to risk.
Currently I have plans to edit a character and I don´t have many time.
And yeah, I would use for 2D stuff but maybe I will install this engine more later...


Ah no worries, this still has a long way to come anyway! Enjoy yourself, and good luck on the character! ;D

Hey, Thank you! :)
Apart of my next edited character, I have a lot of things in my personal life and after release this character, probably I will improve a style of one of my edited characters.
Note: Oh!, if you are interested to see my next project, you can visit in Idea engineering. ;)
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 14.04.2016
Post by: Achilleon on April 14, 2016, 02:26:48 pm
Quote
Hey, Thank you! :)
Apart of my next edited character, I have a lot of things in my personal life and after release this character, probably I will improve a style of one of my edited characters.
Note: Oh!, if you are interested to see my next project, you can visit in Idea engineering.

You do have some interesting ones. I wish you good luck on your characters. Don't give up and always improve! ;D



Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 14.04.2016
Post by: Achilleon on April 14, 2016, 02:26:59 pm
---------- Update: 14.04.2016 ----------

Before we get to the update information, I want to let people know that after months of suffering, I deemed this project doable! :P
Though it's still raw and it got things that only I can understand. It is time to turn this into Mugen with states and all. I would like volunteer(s) to let me make this possible. All you need to do is having me on skype and answer my questions on how mugen does X and Y. We will speak about how mugen does it good, and bad. Don't worry though, I won't bother you constantly! Thanks! ^_^


Hello guys! I hope your mugen creations are going legit as much as they could! Meanwhile I am just crying blood and tear combined as I worked on this thing. Life is hard when you are the one who needs to fix bugs, for you are the one to blame when you create something ^_^.

My work is mainly going on internally. Though I still wanted to make a small video as a filler update.

- New Video: Finally we can have supers! We are slowly getting there to a point where you can freeze the character and stage (optional).

There are things that -might- perk your interest up;

- Looping a state is technically possible as Dark Ken's hyper shows, having two mini shoryukens before the large one.

- Manual Camera Movement: Last Hyper of Dark Ken (Death Marked), has a manual movement on camera at it's last shoryuken. You will witness that the camera gets to the last point that Dark Ken supposed to arrive, rather smoothly. Then it follows Dark Ken as he rushes down, only to get back to regular camera movement in the end of the ability.

- 3D Particle Trails: As Dark Ken stays on the air to get his power up, you will see black and purple trails reaching out to its pawns. Having a 60 fps effect like this could be heavy sprite wise. In Unreal, it's nothing but a mathematical calculation. ^_^

- Black Screen Opening Up: Again, as the power reaches out to Ken's palm, you will see darkness fading away in a circular motion. This is again, nothing but a simple material sphere masking. Giving the benefits above once again to you, me, and your best friend!

- Particles Following A Certain Spot in Sprite: After the mid air sequence ends, you will see Dark Ken descenting down to hit, and you will see some purple trails constantly following his fist. In Unreal, you can let a particle effect follow a spot in sprites. This will let you have trailing effects that are not exactly possible in mugen, or very hard.



I appreciate your time and reading!
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 14.04.2016
Post by: GaziraAgain on April 14, 2016, 05:48:41 pm
Amazing as always! Thank you very much for your effort.
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 14.04.2016
Post by: Ho-Oh's Apprentice on April 14, 2016, 05:53:13 pm
Before we get to the update information, I want to let people know that after months of suffering, I deemed this project doable! :P
Though it's still raw and it got things that only I can understand. It is time to turn this into Mugen with states and all. I would like volunteer(s) to let me make this possible. All you need to do is having me on skype and answer my questions on how mugen does X and Y. We will speak about how mugen does it good, and bad. Don't worry

Maybe @Kamekaze: or @Jesuszilla: can help. Another coder I can think of off the top of my head is @J.A.N.G.O.:

Also, congratulations Achilleon! Can't wait to see how it all goes. :)
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 14.04.2016
Post by: Hephaistos31 on April 14, 2016, 05:58:26 pm
ah ah good job, it makes me want to see more! :)
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 14.04.2016
Post by: Jango on April 14, 2016, 06:45:28 pm
Hah, I'm like the worst dude to instruct people on what the engine does. It'd be more like me reading the docs and interrupting Jmorphman's stream of tumblr reblogs with questions.

Bia's prolly too busy these days, but I know her, XGargoyle, Vans, and Cyanide are veitable gods at this engine.
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 14.04.2016
Post by: Achilleon on April 15, 2016, 12:12:18 pm
Amazing as always! Thank you very much for your effort.

Thanks mate, got your mail by the way, will keep you in mind =)

ah ah good job, it makes me want to see more! :)

I want to show more, but from now on I want to show how it works, rather than abilities. ^_^

Before we get to the update information, I want to let people know that after months of suffering, I deemed this project doable! :P
Though it's still raw and it got things that only I can understand. It is time to turn this into Mugen with states and all. I would like volunteer(s) to let me make this possible. All you need to do is having me on skype and answer my questions on how mugen does X and Y. We will speak about how mugen does it good, and bad. Don't worry

Maybe @Kamekaze: or @Jesuszilla: can help. Another coder I can think of off the top of my head is @J.A.N.G.O.:

Also, congratulations Achilleon! Can't wait to see how it all goes. :)

Ah thanks for your effort, I hope they get your call. Even one person is just enough for me. ^_^

Hah, I'm like the worst dude to instruct people on what the engine does. It'd be more like me reading the docs and interrupting Jmorphman's stream of tumblr reblogs with questions.

Bia's prolly too busy these days, but I know her, XGargoyle, Vans, and Cyanide are veitable gods at this engine.

Howdy Mr J.A.N.G.O. . It wouldn't be a full instruction or lecture. I am not that unfamilliar with the engine. For the first times, I would only ask, "how do you do light punch?". We could talk about a character that is already made such as a very basic Ryu. You could just show me the code and as I understand what's happening there, I would recreate the system in Unreal. ^_^

Though I will try to reach these developers too, thanks!
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 14.04.2016
Post by: GaziraAgain on April 16, 2016, 10:21:31 am
Only a little thing Achilleon, if you can code your engine like mugen then can be possible convert mugen characters from unreal? Thanks.
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 14.04.2016
Post by: Achilleon on April 16, 2016, 03:13:19 pm
Only a little thing Achilleon, if you can code your engine like mugen then can be possible convert mugen characters from unreal? Thanks.

Said it many times Gazira, it's not possible. :p
Title: Re: PROJECT: Unreal Fighter 2D (Unreal 4 Engine) UPDATE: 14.04.2016
Post by: PlasmoidThunder on April 16, 2016, 08:03:56 pm
This looks incredible!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Achilleon on May 09, 2016, 05:17:59 pm
This looks incredible!

Thank you man, sorry for responding late, working hard on this as of late, not even taking care of youtube comments. ^_^

----------------------------------------------

---------- Update: 09.05.2016 ----------

Alright, after at least 20 days of code cleaning and bug fixing, we are finally at the stage where I can actually show you something non-visual, aka coding! What I realized was that, I could show you a thousand abilities, finished tons of characters, but it wouldn't matter a thing. How actually hard will it be to do things in Unreal 4? What are our gains to take things a step further? How rocky is the road?

This will be a veeeeeeeeeeeeery small example related to Kungfu Man and how you make a taunt on it.

Here is a picture of coding from Fighter Factory 3;

(http://s32.postimg.org/o3vftj6px/Capture3.png)

Here is how you will see the coding at Unreal 4;

(http://s32.postimg.org/9gh5q0kw4/Capture.jpg)

It might be confusing at first if this is the first time you see Unreal's visual scripting, as it is horizontal. Let me make it vertical for you, and it will be rather easier to get it. :)

(http://s32.postimg.org/mynn6gslf/Capture2.png)

This will surely help you understand what's happening, but let me help with extra notes please. Note that not everything will make sense, before I make a video how things work in Unreal, though I will give you idea about each of the things as much as I can. =)

The Red Box you see as "Custom Event" which is named "State 195", is a function we call in Input System so this state triggers. More on this when I show how Inputting works to call it in a video. Just note that you could call this event "State Taunt-1". Just letting you know that states are not longer restricted to numbers, you can actually name them.

The Black Function named "New State Definition" you see is the new "Statedef" we have in mugen. It has a nice "Basic" on it's name because it lacks the main movement components to set, which are known as to you "velset and veladd". The way movement works in Unreal is way better than just those values, and I will show them later. For now, not to scare people suddenly, I am hiding them. ^_^

New Main State ID is the first line we write in Statedef function in mugen. While mugen supports Statedef IDs as numbers, in Unreal you can give them actual names. No longer restricted to numbers as mentioned above. (Wrote 195 anyway just to make it similar to Kungfu Man Taunt).

Character Stance is same as "type" we have in mugen. When clicked upon, you will be able to chose "Standing, Crouching, Air, Lying down" just as before. I just find simply typing "type = s" might be confusing for newcomers. Note that I am making this template for everyone, not only for mugen devs, but for anyone who never worked on game development. I think while at it, we might have things more clear. Don't worry though, everything is subject to change. ^_^

Move Type is same as Mugen's movetype. Though instead of "I and A", we have "Non-Attack and Attack". Same function.

Face to Enemy? is the same boolean of mugen called "p2facing". Player will be instantly turned to face its enemy if this is set to true.

Doing Unique Animation? tells Unreal to use the Basic Global Shared Animation List instead of the unique one that is character specific. For example an Idle Animation is not a unique animation, but a Shoryuken animation is. More on this later when I show how to do abilities in a video.

Animation ID is the value that we enter to tell Unreal which animation to play. This is same as "anim" of mugen. Though the difference you see again, is that it does not have to be a number and can be a word.

Sprite Priority is same as sprpriority of mugen. It defines whether the sprite will be on top of the enemy's or not.

Controller Adjustment is the same as "ctrl" of mugen. Though in Unreal, you will have two control options. One is Movement Input, other one is Ability input. Movement one is basicaly what it means, being able to move, walk, run, jump. Ability one is being able to do abilities, mostly combos. More on this later.

Movement Adjustment is a special snowflake that I won't talk about now so much. In Unreal you will have way so much ways to set, manipulate, stop each axis movements. X is for horizontal movement, while Z is vertical. As I remember Mugen says "Y" is top, but I do not. Because I got some nasty plays for Y Movement. More on this later. For now just know that "Stop All Movements" means "velset = 0", separately for both movement types.

-----------

Let's jump to Set Control!. This one is called State Addon, because it does not define a state. It is a function that works whenever you link it to a State Definition. Linking states together is same as writing your states at mugen one after another. Oh how do we link stuff? Do you see the "State Entry and State Exit" links at top of each nodes? And the white lines that are acting like connection? That's what I mean. ;3

Connected Main State ID is the same thing of mugen's [State 195, 1]. As mentioned above, the moment you link states to each other via the connect wires, they will start working. But what actually makes them function is having "Connected Main State ID" being same as the current state definition.

When I read above, I realize how I complicate stuff, because I suck at explaining. Don't let yourself get confused, you are already doing this in mugen. The First state is 195, follows up with its controllers as 195, 1 - 195, 2 - 195, 3 and moves on. =)

State ID: is the same thing as [State 195, 1], basically self ID.

Condition link is where you gather up your triggers just as you do in mugen. Here you see we have "Current State Time" linked to an equality checker with value 40. This is exactly the same thing as "trigger1 = Time = 40" of mugen. I will show in a video how to link triggers together, it's very easy. =)

Enable Movement Input and Enable Ability Input booleans are the same of your "ctrl", as explained before. =)

-------------------------

Let's see our final Controller, "Change State".

First three are the same things explained above! Though we got a new condition check that is named "Animation Over?". It is a function that checks if the animation is over or not. Long story short, this is your "AnimTime = 0" in Unreal. =)

State to call is the same as your "Value = 0". State 0 is same on my template. It's your basic Idle. I do not have a control setter especially for it. For now setting the state to 0 gives you control automatically.

Hmm. That's all I think! I hope I didn't miss anything! I know things are still blurry. And some things are even lost in the fog. But once I prepare the video for this, you will understand that Unreal 4 is actually a fun engine, and since I will be making the functions you won't have hard times! And most importantly, you will be able to double click on those nodes to see what they are doing, and even create own your unique functions, states, addons, checkers. =)

Till then!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Just No Point on May 09, 2016, 05:31:39 pm
One thing I kind of like about MUGEN forcing the states to have numbers is that it makes it simpler to be a tad more universal like that. Seems all the unique names may make that a bit harder to do.

That's the only nitpick I see thus far. That looks really awesome to me!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Achilleon on May 09, 2016, 05:39:54 pm
One thing I kind of like about MUGEN forcing the states to have numbers is that it makes it simpler to be a tad more universal like that. Seems all the unique names may make that a bit harder to do.

That's the only nitpick I see thus far. That looks really awesome to me!

Thank you for your kind words and your concern. While I don't want to go to the route "if you don't want to use letters, use numbers as before then", I got this small feeling that, having a state with number 151256 could be as much as confusing as a regular "Light Punch" as state ID.

I will definitely keep this in mind though. I might turn it into back to "just numbers" depending on what many others think. No need to reinvent the wheel after all. What I have in mind is that, I just want that guy who wants to keep his state's name Light Punch, instead of writing 178, letting him have the choice. I will be watching the feedback closely. ^_^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Just No Point on May 09, 2016, 05:43:56 pm
Maybe a basic template to encourage some standards would be best. Obviously more options are better. It's just more streamlined to set certain "recomended" standards for better compatabilites and more stream lined approach for development. (IMO)
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Iced on May 09, 2016, 05:44:58 pm
Use a description inside the state, you can have the number 10001 be low punch on  descrip, it would take only one more object field after all. You could even have them show up as state id and state desc in the editor, side by side.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Achilleon on May 09, 2016, 05:54:23 pm
Maybe a basic template to encourage some standards would be best. Obviously more options are better. It's just more streamlined to set certain "recomended" standards for better compatabilites and more stream lined approach for development. (IMO)

I get where you are coming from. It's just that Unreal 4 Engine is just way too flexible, opening up to all possibilities and breaking limits. I shall be careful about "releasing the beast" as you suggest.

Though if what you fear is compatabilites, you should not fear too much. A character with state IDs having words will still work with your characters that have state IDs as numbers only. This is not a case where there are possibilities of having a Mugen Version A and Mugen Version B. The core is Unreal 4 Engine, and it will always stay that way. Do not worry, I am careful about what I am changing, and people will eventually let me know, just as you do kindly, if I overdo something. ^_^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Achilleon on May 09, 2016, 06:04:25 pm
Use a description inside the state, you can have the number 10001 be low punch on  descrip, it would take only one more object field after all. You could even have them show up as state id and state desc in the editor, side by side.

There is even a better way to do in Unreal, check this please. ^_^

(http://s32.postimg.org/ce47hl5xf/Capture.png)

You can see comments such as this so your code can look prettier with descriptions!

So I will totally reconsider the change on state ID, as you friends suggest, it might not needed to be something else than numbers.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Vero on May 09, 2016, 06:17:47 pm
Interesting.. The coding seems familiar so i wont have a hard time on it. Curious question. It is able to hold movies files to be used in this engine? How are the HUD elements coded? If this completes in time I might be able to help and try to create the default hud interface for this engine. :0
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Achilleon on May 09, 2016, 07:03:37 pm
Interesting.. The coding seems familiar so i wont have a hard time on it. Curious question. It is able to hold movies files to be used in this engine? How are the HUD elements coded? If this completes in time I might be able to help and try to create the default hud interface for this engine. :0

Thanks! This is meant to be familiar, that's why I am working on this for like.. 1.5years? Time passes by quick. <.<

About movies, yes it can. You can play movies as intros, outros, at a specific time, place, zone, you name it. I tried it, works perfectly fine. And it's ridiculously easy to do.

About HUD, it is easy to do and you don't have to know how to code. It's slightly advanced, but there are many tutorials around how to make a hud, and it seems to be fun! I would gladly take a small help when I start working on HuD creation myself. For now, I need to continue coding to make things easier for everyone ^_^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Bullfrog on May 09, 2016, 07:19:30 pm
This project is so beautiful! Amazing work done here, ty !!!

I'm not a creator yet, but as soon as I find some time I will dig into it!!!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Hephaistos31 on May 09, 2016, 07:22:44 pm
you're creating the future of Mugen, Achilleon! Do you feel all the pressure on your shoulders? :)
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Just No Point on May 09, 2016, 09:19:30 pm
What I meant for comparability standards is that most people in MUGEN use state 200 for Light Punch. Like a 6 button SF char has their standard numbers. Most all characters use the same numbers for attacks they may just not have as many so may not reach the highest. But it's still pretty universal so if you need to take advantage of this its easier. Some people have made characters that can morph into their opponent because they can mostly rely on these standards to be somewhat accurate.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Helios. on May 09, 2016, 09:43:06 pm
To add to what JNP said; mayhap running through the Kung Fu Man docs will give you some ideas as to why we love numbers for states as coders.

We use them for everything from sending information from our character to another via which state they should go into from an attack of ours through to more extreme situations as the aforementioned morphing.  It also has an added bonus of breaking the language barrier.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Achilleon on May 09, 2016, 10:09:15 pm
This project is so beautiful! Amazing work done here, ty !!!

I'm not a creator yet, but as soon as I find some time I will dig into it!!!

Cheers mate! ^_^

you're creating the future of Mugen, Achilleon! Do you feel all the pressure on your shoulders? :)

The feelings is nice and scary my friend. Its too late to give up aswell. Cant wait for testing network stuff too. ^^

What I meant for comparability standards is that most people in MUGEN use state 200 for Light Punch. Like a 6 button SF char has their standard numbers. Most all characters use the same numbers for attacks they may just not have as many so may not reach the highest. But it's still pretty universal so if you need to take advantage of this its easier. Some people have made characters that can morph into their opponent because they can mostly rely on these standards to be somewhat accurate.

Now I understand what you mean. Thats why i kindly asked a mugen dev to help me here and there, letting me know what I am missing. Still do not have such a person yet though. :P

As time passes i hopefully will get corrected. For now please bare with me. ^_^

To add to what JNP said; mayhap running through the Kung Fu Man docs will give you some ideas as to why we love numbers for states as coders.

We use them for everything from sending information from our character to another via which state they should go into from an attack of ours through to more extreme situations as the aforementioned morphing.  It also has an added bonus of breaking the language barrier.

I am happily convinced about it. Especially the language part is pretty accurate. This is very easy to do so, thank you for everyone's input on this matter. ^_^

Oh and yeah. Kfm is great. It does not explain everything but its a good point to start. ^^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: GaziraAgain on May 10, 2016, 11:46:54 am
Really good that you meet a mugen coder to continue with the project. You tell a little about the Hud, but it´s possible create it with the same Unreal Fighter? The same with the screenpack, and about this, do you have plans to implement stage preview and palette selector with it? And tag mode? Thank you very much and waiting more news about you, see you!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Achilleon on May 10, 2016, 11:55:06 am
Really good that you meet a mugen coder to continue with the project. You tell a little about the Hud, but it´s possible create it with the same Unreal Fighter? The same with the screenpack, and about this, do you have plans to implement stage preview and palette selector with it? And tag mode? Thank you very much and waiting more news about you, see you!

I didn't find one yet, I just wrote it wrong. I still need someone to tag along to show my mistakes as I develop but oh well, hopefully I will get one eventually!

And those things are doable rather easily. About HUD I didnt search or care until now but using screenpacks might be way easier than mugen. Tag Mode is something I want to do aswell. I also want players to be able to fight 2vs2 or 3vs3 in same stage. Since we have 3D, we can use different layers for 3 x 1vs1, if you get what I mean. But those are long dreams, gotta finish the core first.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: -Red- on May 10, 2016, 12:18:22 pm
I'm getting rather familiar with UE4 but really cannot give any advice on that. If you only need someone who can answer MUGEN related stuff though you can drop me PM with questions once in a while and I'll try to help you out, and if I can I'll relay the question to someone else.

I cannot schedule skype meetings or anything like that but I can reply to PMs as soon as I read them and having everything written makes it easier to go back to previously discussed topics and to explain some stuff in an easier way. Alternatively, you really can just ask here and get replies. I'm sure most of the good mugen coders will reply here since this could very well be our chance to finally move to a decent and supported engine :P

I'm gonna be all over this once you're done  :lugoi:
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Achilleon on May 10, 2016, 03:35:52 pm
I'm getting rather familiar with UE4 but really cannot give any advice on that. If you only need someone who can answer MUGEN related stuff though you can drop me PM with questions once in a while and I'll try to help you out, and if I can I'll relay the question to someone else.

I cannot schedule skype meetings or anything like that but I can reply to PMs as soon as I read them and having everything written makes it easier to go back to previously discussed topics and to explain some stuff in an easier way. Alternatively, you really can just ask here and get replies. I'm sure most of the good mugen coders will reply here since this could very well be our chance to finally move to a decent and supported engine :P

I'm gonna be all over this once you're done  :lugoi:

Hey there Red, no worries about the Unreal part, after 2 years of experience, I think I can handle things. Though what I need help is related to Mugen, its been too long I didnt work on it so even a little help is fine!

And thank you for your hand regarding the matter, ofcourse PM is fine for me too. I will try my best to minimize them when it comes to very basic stuff and make search about it before hand. And I am sure others will be glad to. But a personal "tutor" will always be good to have!

Things will speed up heavily from now on, so happily you will be all over it!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Just No Point on May 10, 2016, 03:42:18 pm
I'm still early enough in my Rikuo that I could code him in both this and MUGEN.

I don't remember if this was discussed but since I pretty much have his sff finished it'd be nice if I could simply extract the sprites from the sff saving as png and with the group/index numbers intact. And upload them into this in bulk. While it uses the group/index numbers to separate and place the animations.

I assume there is no way around the whole having to put all the timings and junk back in manually.

I'm attempting to convert Rikuo as accurately from Vampire Savior as I can.

On that note would it be simple to make ways to emulate Capcom's turbo settings? It's being notoriously difficult in MUGEN.
Basically in source the game skis every 4th tick.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: -Red- on May 10, 2016, 05:17:51 pm
You can do pretty much anything you want in terms of framerate. UE4 even supports delta time so a turbo setting is definitely possible (Heck, even UE3 does that, like in DmC).

Btw, about the discussion you guys were having earlier. A good reason why we use numbers for states instead of names is to make coding shorter and easier.

For example: All of the basic attacks use state 200 to 600. If you want to trigger a certain helper during any basic attack, you can just use a trigger "stateno=[200,600]" to trigger the helper during every attack (Of course, all while limiting it so you can only have 1 of said helper at a time).
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Achilleon on May 17, 2016, 01:15:01 pm
I'm still early enough in my Rikuo that I could code him in both this and MUGEN.

I don't remember if this was discussed but since I pretty much have his sff finished it'd be nice if I could simply extract the sprites from the sff saving as png and with the group/index numbers intact. And upload them into this in bulk. While it uses the group/index numbers to separate and place the animations.

I assume there is no way around the whole having to put all the timings and junk back in manually.

I'm attempting to convert Rikuo as accurately from Vampire Savior as I can.

On that note would it be simple to make ways to emulate Capcom's turbo settings? It's being notoriously difficult in MUGEN.
Basically in source the game skis every 4th tick.

Much apologizes for the late response, been working about core states and exposing them to player before it bites me from the rear good later on.

I am afraid you are correct. You can get textures and create sprites and animations inside Unreal, but there is no easy way out of it. The thing is, there is no SFF in unreal. Every texture, every sprite and every animation are separate files that you could keep in a folder you create and call them on demand in game. I will show this all in my next video. ^_^

I would help you about the Rikuo part gladly, I watched its gameplay and I do not see anything not doable by any means, though I need to create the controllers. We have a little right now.

And as Red said, turbo is something easy you can do, including slow down. I do that mostly to test stuff at fast and slow pacing myself.

Btw, about the discussion you guys were having earlier. A good reason why we use numbers for states instead of names is to make coding shorter and easier.

For example: All of the basic attacks use state 200 to 600. If you want to trigger a certain helper during any basic attack, you can just use a trigger "stateno=[200,600]" to trigger the helper during every attack (Of course, all while limiting it so you can only have 1 of said helper at a time).

Gotcha, reverted the change long ago. ^_^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: XGargoyle on May 21, 2016, 07:39:39 pm
I'll be glad to help you on further developing this "engine". I'm also interested in learning Unreal Engine for an unrelated personal project, so I think we both can learn from the knowledge interchange.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: GaziraAgain on May 22, 2016, 06:49:08 am
Good news! The project continues now, thank you for your support XGargoyle!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Achilleon on May 22, 2016, 11:01:01 pm
I'll be glad to help you on further developing this "engine". I'm also interested in learning Unreal Engine for an unrelated personal project, so I think we both can learn from the knowledge interchange.


Thank you for the offer XGargoyle, I can gladly accept that and see it together about what we can change/add in mugen. ^_^

My skype name is Achilleon UE4 Works . Feel free to add it or let me know if you have other means of contacting to each other.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: XGargoyle on May 26, 2016, 08:00:41 pm
I've added you, hope to see you online soon!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Achilleon on May 26, 2016, 08:21:18 pm
I've added you, hope to see you online soon!

Gotcha ;D
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen Code-wise! Update: 05.09.2016
Post by: Lichtbringer on October 17, 2016, 01:51:16 pm
I push this Topic because I think this is relevant, he is a little hard to hear because of the low volume of his Mic.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: Achilleon on October 17, 2016, 10:37:04 pm
I push this Topic because I think this is relevant, he is a little hard to hear because of the low volume of his Mic.
[youtube]https://www.youtube.com/watch?v=oy-hvDyRIj0[/youtube]

Cheers for the heads up Mr Lichtbringer!

Apologize to everyone here aswell for low mic. I was just too cautious I suppose. Wİll make it better next time!

Please give the first thread a read as I updated once again, if you can't endure the video. ^_^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: Just No Point on October 18, 2016, 01:40:05 am
Oh yay you still live! I've coded a ton more since we last talked so if you need more pointers and such just skype me up.
I skimmed the 1st post because I don't have a ton of time (just got off work sitting in car), I see you kept the ability to not force numbers and instead use names or numbers. Isn't this going to cause compatability issues especially across language barriers?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: Helios. on October 18, 2016, 02:19:29 am
The everything-else volume compared to your own voice was loud enough to wake the dead.

Granted, it is good to see that you're still putting time into this.  Some of us are very interested in how it turns out.

I see you kept the ability to not force numbers and instead use names or numbers. Isn't this going to cause compatability issues especially across language barriers?
The numbers are in there, but he didn't give them much attention, so it is rather easy to miss.  The labels seem to be purely for user reference with no real baring on how things actually work.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: Achilleon on October 18, 2016, 04:37:59 am
Oh yay you still live! I've coded a ton more since we last talked so if you need more pointers and such just skype me up.
I skimmed the 1st post because I don't have a ton of time (just got off work sitting in car), I see you kept the ability to not force numbers and instead use names or numbers. Isn't this going to cause compatability issues especially across language barriers?

Cheers for letting me know friend, been too busy myself so didn't want to show anything before I made sure they all 100% works. About the number forcing, State IDs has to be numbers as people said that it would be better for language barriers so you can't have "State Chocolate Muffin" instead of "State 0". I just didn't mention it there.

Other than that, I can not literally force people to not use letters. In the end this is a Template rather than a pure Game Engine. Core is still Unreal 4 and that's what makes it strong and.. flexible. Regardless, even if someone writes all explanations in another language, the State IDs will always be numbers so you can still follow up stuff yourself. And well, it's up to the creator to make sure everything is English as much as possible if he wants to share things.

The everything-else volume compared to your own voice was loud enough to wake the dead.

Granted, it is good to see that you're still putting time into this.  Some of us are very interested in how it turns out.

I see you kept the ability to not force numbers and instead use names or numbers. Isn't this going to cause compatability issues especially across language barriers?
The numbers are in there, but he didn't give them much attention, so it is rather easy to miss.  The labels seem to be purely for user reference with no real baring on how things actually work.


Cheers and I know. Windows Mixer was never on my side so, thanks Microsoft for having it on W10 aswell. I will be careful for other times as they will be easier to edit and much smaller timewise so. ^_^

It's still a "story" video so, what will matter most is the next videos where I show how you create states, trigger inputs etc, that are coming up soon. :)

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: Just No Point on October 18, 2016, 04:51:05 am
I'm glad to hear numbers are still the core! It wasn't clear if you meant words and numbers/words or numbers. Also I have a plethora of feedback and rants I can give you about helpers in MUGEN and trying to make clones.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: Achilleon on October 18, 2016, 10:41:11 am
I'm glad to hear numbers are still the core! It wasn't clear if you meant words and numbers/words or numbers. Also I have a plethora of feedback and rants I can give you about helpers in MUGEN and trying to make clones.

Ya, I didn't talk about states itself yet, next video will be about creating a state and triggering it with an input etc so I will be talking about it. ^_^

About Helpers, I can tell you what's different on mine:

- They tick at the same time with everything, so there is no frame-delay on their animations.

- They are not child of the player character, instead they are child of the Character Core, just like Player Character Cores are. Meaning they are separate files that you can have.

- Being a Separate File is, having your own State 0, State 20, if you so desire. Example is this: If you want an Helper that stays in one spot BUT always face to the enemy whenever enemy jumps to other side etc, you can just go to Player Character Core, fetch all states related to idle and turn around and paste them into Helper's file, and it will simply work.

-  They can have their own UI, and they can also have 5000-5999 get-hit states if you want them to react to getting hit just like a normal player does, doing the same copy paste mentioned above. So you don't have to work on making 50000-50999 for every helper you got etc.

- They can be thrown for they got their own Get Hit Animation List.

- Being a Separate File also has the advantage of being able to get called by other player characters if you don't want to copy paste code. You just copy paste the Helper file instead and call it with the other character that you desire.

- Due to above, they can also be called by stage, aka being a Neutral Helper. An example would be the Chest that drops out and gives away crystals in Pocket Fighter.

That's all I can say about them right now I think! Let me know if you or anyone got any questions and I will answer. ^_^

PS: Those stuff I wrote are not just dreams and future plans, I made enough test to see that they all work just fine.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: Lichtbringer on October 23, 2016, 10:54:34 pm
So helpers can be called by stages too`? thats nice.  :)

What kind of features have you added to stages right now, and what are you planning to add? Thats realy interesting me since Mugen stages are lacking a lot of features that even some of the oldest Fighting Games have. =/
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: PhantomD on October 25, 2016, 12:04:09 am
This topic deserves to be sticky in my humble opinion.
Absolutely amazing - I couldnt think of a better existing engine to use for migrating mugen.
If somehow it was possible to use visual scripting to translate all mugen related coding and functions into UE, this pretty much sets the future of mugen creation in concrete for the next 10+ years!

And the fact that everything is treated like an actor in UE, well the mugen script restrictions are removed and the possibilities are literally endless!

Now this could potentially be the biggest thing that has happened to mugen in 17 years.
I am speechless man, and to be honest I am suprised that someone else has not tried to do the same thing sooner.

For me, the biggest advantage to this would be the power of a 64bit engine with unrestricted access to GPU and sysRAM/VRam, meaning that content creation can really be pushed to the upper limits.

Hell, man all I can say is fantastic work good sir, so open a kickstarter to.make this happen and Take all.my money XD.

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: Uche_of_MFG on October 26, 2016, 10:47:30 pm
How far along is this until completion?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: Achilleon on October 30, 2016, 01:03:22 am
First of all apologizes everyone for late responses. Was working against bugs through lighting and flames and got them covered. Will make a video of an example about coding in very close time and hopefully you guys will like how easy and familiar it is. But before that, let me answer the questions!

So helpers can be called by stages too`? thats nice.  :)

What kind of features have you added to stages right now, and what are you planning to add? Thats realy interesting me since Mugen stages are lacking a lot of features that even some of the oldest Fighting Games have. =/

Stages are like actors. Whatever any actor can do, make it players, helpers, stages can do, and beyond. For example currently I got no Menu to make a versus mode, so I make the Stage summon a second player. You can only image how limitless you can be with the maps themselves. ^_^

Currently Stage is not doing much, because of low priority and I am focusing on character creation (and mostly the hidden bugs). Though I can still give you a small list to get rid of some curiosity!

Currently Doable and Unreal-Self Implemented:

2D or 3D Stages: You can use 3D meshes to create a scene if you so desire, or use 2D sprites to create one like we do have in Mugen. You can let Unreal handle the parallax movement of meshes by making them in realistic sizes (ex: making mountains afar huge and far away etc), or use my 2D calculation if you so desire.

Direct and Easy Communication With Everything: Stages are no longer just static and is not bound to fixed time events. You can let stages talk with players, helpers, neutral helpers and vice versa. This is shown in my second video, where one Ken goes mad and twists the Ryu's stage.

Not İmplemented But Easy to Do:

Choices that Matter / Non Linear Stage Summoning: Depending on your actions or anything else, you can tell Unreal to summon which stage to summon next, instead of being just an Arcade Mode.

Story of Each Own: Each Character can have it's own story, so stages (and enemies within) can be summoned in a special order for characters.

True Lighting: Since Unreal has lighting, why not use it? A Sunset stage would make things better if it affected the characters to a degree, so noone stands out from each other like, abruptly.

Different Ways of Moving Between Stages: Changing stage when you lose a battle instead of "Continue?" screen, change stage because you are not fighting; example would be that having a neutral stage where you got a village that you can talk with neutral villagers, and go to another stage/map whenever you feel like. This one could have tons of combinations such as having a map in your hand to travel to a stage etc, but don't want to talk about alot about something with big potential but not implemented.

Way Later to be Implemented, Far Away Plans:

Y Movement: Unlike Mugen, We got 3 Axis due to Unreal being 3D. So X is left and right, Z is up and down and Y is to side. Probably 99.99% won't be using moves that makes you move the sides, but hey, it will be there.

Why Y is Important Actually: Y will allow us to do 2v2, 3v3, 5v5 etc since we are now 3D, and we got more planes that we can have players/characters on.

The List could go on but it would all be ideas and future plans. Let me get to a good degree with characters first, then I will see what we can add to stages. I am sure many have great ideas after all. ^_^

---

This topic deserves to be sticky in my humble opinion.
Absolutely amazing - I couldnt think of a better existing engine to use for migrating mugen.
If somehow it was possible to use visual scripting to translate all mugen related coding and functions into UE, this pretty much sets the future of mugen creation in concrete for the next 10+ years!

And the fact that everything is treated like an actor in UE, well the mugen script restrictions are removed and the possibilities are literally endless!

Now this could potentially be the biggest thing that has happened to mugen in 17 years.
I am speechless man, and to be honest I am suprised that someone else has not tried to do the same thing sooner.

For me, the biggest advantage to this would be the power of a 64bit engine with unrestricted access to GPU and sysRAM/VRam, meaning that content creation can really be pushed to the upper limits.

Hell, man all I can say is fantastic work good sir, so open a kickstarter to.make this happen and Take all.my money XD.

Thank you for your kind words, both here and on youtube PhantomD.

"If somehow it was possible to use visual scripting to translate all mugen related coding and functions into UE" : Yes it will be like that with a few differences and changes. The biggest change is the movement part though as you can see people are praising that part a few times on it being smooth. But more positive changes are on the way.

And yes, 17 years is a long wait for such a thing, I think we all deserve something better and equally easy to work on. Unreal Engine is not scary. It is just powerful as you say and we all deserve that. ^_^

Some may pout about it but I do not plan to give this away for free, but not for a massive amount either. It will be a Patreon that you will need give money monthly between 1 to 5 USDs. So even if you are broke, you can just pay 1 dollar and get the engine. So I got the feeling it's not THAT bad. There is a long way to speak about that though.

For now I rather focus on actually getting it to a reasonable stage, than work on the financial part.

How far along is this until completion?

When the next red moon arises and blood rain washes over our sins.. or something like that.

Really don't know, hard to say. :p
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: PhantomD on October 30, 2016, 10:48:13 am
I think using patreon is a great idea, and I am sure that serious creators would be more than happy to contribute. I know I certainly would, and from what I have seen so far, I think $1-45 is a modest amount to ask for such a huge advancement in Mugen.
Well as I said before, there could be no possible better engine to use than UE4 for transcending Mugen and I look forward to seeing how things develop. keep up the good work!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: Hephaistos31 on October 30, 2016, 11:20:11 am
I'm looking for your project too, Achilleon.
I think it is normal that you could ask for a small amount of money for what you're doing!! And I would pay too.
See ya!!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: Lichtbringer on October 30, 2016, 12:25:17 pm
First of all apologizes everyone for late responses. Was working against bugs through lighting and flames and got them covered. Will make a video of an example about coding in very close time and hopefully you guys will like how easy and familiar it is. But before that, let me answer the questions!

You don't need to apologize, if you don't have the time to post because you need it to work on the engine, then work on the engine.^^
I don't think that anyone has a problem with that, and your progress is realy impressive too. ö.ö

Stages are like actors. Whatever any actor can do, make it players, helpers, stages can do, and beyond. For example currently I got no Menu to make a versus mode, so I make the Stage summon a second player. You can only image how limitless you can be with the maps themselves. ^_^

Currently Stage is not doing much, because of low priority and I am focusing on character creation (and mostly the hidden bugs). Though I can still give you a small list to get rid of some curiosity!

Currently Doable and Unreal-Self Implemented:

2D or 3D Stages: You can use 3D meshes to create a scene if you so desire, or use 2D sprites to create one like we do have in Mugen. You can let Unreal handle the parallax movement of meshes by making them in realistic sizes (ex: making mountains afar huge and far away etc), or use my 2D calculation if you so desire.

Direct and Easy Communication With Everything: Stages are no longer just static and is not bound to fixed time events. You can let stages talk with players, helpers, neutral helpers and vice versa. This is shown in my second video, where one Ken goes mad and twists the Ryu's stage.

Not İmplemented But Easy to Do:

Choices that Matter / Non Linear Stage Summoning: Depending on your actions or anything else, you can tell Unreal to summon which stage to summon next, instead of being just an Arcade Mode.

Story of Each Own: Each Character can have it's own story, so stages (and enemies within) can be summoned in a special order for characters.

True Lighting: Since Unreal has lighting, why not use it? A Sunset stage would make things better if it affected the characters to a degree, so noone stands out from each other like, abruptly.

Different Ways of Moving Between Stages: Changing stage when you lose a battle instead of "Continue?" screen, change stage because you are not fighting; example would be that having a neutral stage where you got a village that you can talk with neutral villagers, and go to another stage/map whenever you feel like. This one could have tons of combinations such as having a map in your hand to travel to a stage etc, but don't want to talk about alot about something with big potential but not implemented.

Way Later to be Implemented, Far Away Plans:

Y Movement: Unlike Mugen, We got 3 Axis due to Unreal being 3D. So X is left and right, Z is up and down and Y is to side. Probably 99.99% won't be using moves that makes you move the sides, but hey, it will be there.

Why Y is Important Actually: Y will allow us to do 2v2, 3v3, 5v5 etc since we are now 3D, and we got more planes that we can have players/characters on.

The List could go on but it would all be ideas and future plans. Let me get to a good degree with characters first, then I will see what we can add to stages. I am sure many have great ideas after all. ^_^

---

Wow if the stage realy works like actors, then we will see some realy awesome stages made with your engine.

Thank you for your kind words, both here and on youtube PhantomD.

"If somehow it was possible to use visual scripting to translate all mugen related coding and functions into UE" : Yes it will be like that with a few differences and changes. The biggest change is the movement part though as you can see people are praising that part a few times on it being smooth. But more positive changes are on the way.

And yes, 17 years is a long wait for such a thing, I think we all deserve something better and equally easy to work on. Unreal Engine is not scary. It is just powerful as you say and we all deserve that. ^_^

Some may pout about it but I do not plan to give this away for free, but not for a massive amount either. It will be a Patreon that you will need give money monthly between 1 to 5 USDs. So even if you are broke, you can just pay 1 dollar and get the engine. So I got the feeling it's not THAT bad. There is a long way to speak about that though.

For now I rather focus on actually getting it to a reasonable stage, than work on the financial part.

Don't know much about the legal stuff here, but if you want to get some money anyway, would it be possible to bring the Engine to steam as some kind of early access thingy, when it is done to a stage where users could experiment with it?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: verz36 on October 30, 2016, 01:46:00 pm
can this engine have the ability to use characters from password protected zip files?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: Lichtbringer on November 02, 2016, 08:52:27 pm
Here is a new Video from Achilleon, it is the first State System Demonstration, and he uses Different Taunts as a example.

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update:17.10.2016
Post by: Achilleon on November 02, 2016, 11:47:55 pm
I think using patreon is a great idea, and I am sure that serious creators would be more than happy to contribute. I know I certainly would, and from what I have seen so far, I think $1-45 is a modest amount to ask for such a huge advancement in Mugen.
Well as I said before, there could be no possible better engine to use than UE4 for transcending Mugen and I look forward to seeing how things develop. keep up the good work!


I'm looking for your project too, Achilleon.
I think it is normal that you could ask for a small amount of money for what you're doing!! And I would pay too.
See ya!!

Thank you for all the support and kind words. ^_^

You don't need to apologize, if you don't have the time to post because you need it to work on the engine, then work on the engine.^^
I don't think that anyone has a problem with that, and your progress is realy impressive too. ö.ö

Wow if the stage realy works like actors, then we will see some realy awesome stages made with your engine.

Don't know much about the legal stuff here, but if you want to get some money anyway, would it be possible to bring the Engine to steam as some kind of early access thingy, when it is done to a stage where users could experiment with it?

Thank you for your kind words aswell, and fear not about the experimentation. I will eventually ask some well mugen devs to check how they feel about the engine. There will be afew months of discussion and testing together to polish things up, so there will be more people that can comment on how it works out, let people know about advantages and disadvantages etc.

As long as some people are willingly to test and try creating their own characters (ofcourse I will give the engine for free so they can do it), and share their opinion actively, I will be happy to cooperate.

can this engine have the ability to use characters from password protected zip files?

Nope.

Here is a new Video from Achilleon, it is the first State System Demonstration, and he uses Different Taunts as a example.

[youtube]https://www.youtube.com/watch?v=IZWV35Oce7k[/youtube]

Too long didn't watch. kek.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Achilleon on December 26, 2016, 02:19:36 am
---------- Update: 26.12.2016 ----------

Merry Christmas everyone!

I hope you are having fantastic days! Since I am working at an airport, I got no way of celebrating such things due to way of shifts work so enjoy yourself for me too will you?!

Anyhow, for 2 months I have been working on finishing the current state of Hit Definition and fixing tons of bugs. But most importantly, worked my rear off to pull out the camera zooming function. Gaussian Blur is just a nice addition on top of it! Hope you guys enjoy the video and don't think the project is dead! :p



Take care. ^_^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: GaziraAgain on December 26, 2016, 08:11:45 pm
Merry Christmas and thanks for this new video. Plans to finish with the engine this new year? Bye.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Achilleon on December 27, 2016, 01:52:33 am
Merry Christmas and thanks for this new video. Plans to finish with the engine this new year? Bye.

Cheers. That's what I aim for but no promises my dear friend.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Speedster on December 27, 2016, 02:42:56 am
The forum's sexiest project.
If is not a problem, I'll ask some questions (not requesting anything), just for curiosity:

'Weak' pc's will be able to handle it, like MUGEN 1.0?
Do you intend implement:
- A real mode story and arcade separely?
- Unlockable chars/stages?
- A sort of a gallery mode?
- Any type of Ranking and points systems?
- Tag System?
Creating stages, chars and add-ons will be as easy as MUGEN?

Thanks, happy holidays. :kugoi:

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Achilleon on December 27, 2016, 07:05:05 pm
The forum's sexiest project.
If is not a problem, I'll ask some questions (not requesting anything), just for curiosity:

'Weak' pc's will be able to handle it, like MUGEN 1.0?
Do you intend implement:
- A real mode story and arcade separely?
- Unlockable chars/stages?
- A sort of a gallery mode?
- Any type of Ranking and points systems?
- Tag System?
Creating stages, chars and add-ons will be as easy as MUGEN?

Thanks, happy holidays. :kugoi:

Thanks Mr Speedster! I am always eager to answer questions and use it to relax abit between coding and all so no problem at all!

While I did not want to leave 2D lovers behind and turned my project into 2D from 3D, unfortunately Unreal 4 is a strong game engine, that got a strong editor, and one might need a okayish computer to run it in 60fps.

Epic recommend these specs in their website:

Desktop PC or Mac.
Windows 7 64-bit or Mac OS X 10.9.2 or later.
Quad-core Intel or AMD processor, 2.5 GHz or faster.
NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher.
8 GB RAM.

I have a weak laptop around these specs and I run the editor at 55fps. It could be much smoother if it was not windows 10 and stayed 7. 10 seems to make strong computers stronger, and weak computers weaker. One can, and should test Unreal and fiddle with it abit before purchasing my template (5 USD per month is what I think it will be, but too early, way too early to speak anything about payment at all).

A real story mode will be there which I also need for my Demon Ken yes. But since this is a fully open source template, you will see that you can add your own options, or remove if you so desire.

Unlockable chars/stages will something I will do as an achievement system. But in order this to work, you have to package the game you are creating so the save/load system works properly.

You see, Unreal 4 Editor is there to arrange things up. Then to wrap things up, you package and make it a game. Ofcourse one can share the project and let people play it in the Editor, but the packaged Game will be optimized, allowing a weaker computer to play your game. We shall never forget that a weak computer may not run the Editor probably, but probably can a fully packaged and prepared game, for Editor runs everything behind, while packaged game runs whatever it needs to. =)

A sort of a gallery mode question is answered above as a "New Menu". I do eventually want to make the Demon Ken's ability list as a menu as it is planned to be a complicated character.

About Ranking and points system; it might be easy. I will keep that in mind. ^_^ And Tag system is something I am interested too yap.

Quote
Creating stages, chars and add-ons will be as easy as MUGEN?

Forgot to answer this one, and yes, it is. Next video will show how I made the Dignity Palace in the latest video. You will love how easy it is to work in 3D editing tool. ^_^

I know I answer almost all questions as a yes, but if only you guys have touched abit on Unreal 4, you would already know they are all possible. I will eventually show them all personally but I rather focus on things that are hard (State System, Camera Zoom etc) instead of easy self-built Unreal stuff (menus etc).

Currently I am gathering information about Projectiles, which are a pain in Mugen appearently.

http://mugenguild.com/forum/topics/projectiles-the-good-bad-and-ugly-aka-your-opinions-177778.0.html (http://mugenguild.com/forum/topics/projectiles-the-good-bad-and-ugly-aka-your-opinions-177778.0.html)

We are getting close to screaming Freedom!!!! The road is far and stony, but at least we have a road now and I believe 2D lovers deserve more. So I need all the help I can get!

That's it for now!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Just No Point on December 27, 2016, 07:25:01 pm
I don't think I'll want to remake Piccolo unless all HDBZ chars are remade with this. But I may wait and convert my DS chars to this instead. Then I can actively give you feedback to aid in that as I go too.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Achilleon on December 27, 2016, 07:33:36 pm
I don't think I'll want to remake Piccolo unless all HDBZ chars are remade with this. But I may wait and convert my DS chars to this instead. Then I can actively give you feedback to aid in that as I go too.

Thank you. I do not expect complex characters to pop up right away too. Need to lure people in first and I need to progress in the engine itself after all. ^_^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Speedster on December 28, 2016, 03:41:54 am
Hey, that was really fast, thanks! I loved the possibilities!
That zoom is really great btw, the transition is so smooth, and I bet it will handle away better parallaxed stages than MUGEN.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Just No Point on December 28, 2016, 04:06:42 am
Finally watched that video! That's some great stage scaling action! Seeing the reflections made me think. How hard would it be to apply old school shadows? The black circles that flicker on and off per tick for transparency effect. When doing certain attacks they get bigger. In MUGEN I'll code these as explods. Would it done similarly with this? Just turn off the shadow option and use explods?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Strider Gunstar on December 28, 2016, 05:04:25 am
Oh hot fiddlesticks. This looks amazing.

My one question that comes to mind is, if one does choose to use 3d models for fighters, would you be able to zoom around a character during a super of finishing blow? Similar to Xrd, or any fighter these days when it zooms into the model.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Odb718 on December 28, 2016, 05:38:37 am
I'm just seeing this thread for the first time. I think it should be one of the 3 news items at one point.

One question that may have been answered already is,
Can you tell if a sound is being played and have it as a trigger?

Also, is this "map" set up, the tree like structure of your statedef, export/import from a text file possible? Can I make a text file of my commands and import it? I'm just thinking about the easiest way to batch convert characters.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Achilleon on December 28, 2016, 11:18:54 pm
Hey, that was really fast, thanks! I loved the possibilities!
That zoom is really great btw, the transition is so smooth, and I bet it will handle away better parallaxed stages than MUGEN.

Cheers! It handles parallax movement better than anything else that ever be. I know, because it is the natural parallax of 3D Perspective view. When I do the Stage creation video, you will love how you can change and edit the parallax movement runtime, making sure it's awesome!

Finally watched that video! That's some great stage scaling action! Seeing the reflections made me think. How hard would it be to apply old school shadows? The black circles that flicker on and off per tick for transparency effect. When doing certain attacks they get bigger. In MUGEN I'll code these as explods. Would it done similarly with this? Just turn off the shadow option and use explods?

Thanks! I will do that myself. It's very easy that's why I never bothered by it. Would take hours for me to do it so fear not. Just remind me about it when we FINALLY release this thing. ^_^

Oh hot fiddlesticks. This looks amazing.

My one question that comes to mind is, if one does choose to use 3d models for fighters, would you be able to zoom around a character during a super of finishing blow? Similar to Xrd, or any fighter these days when it zooms into the model.

Thanks! For now 3D models are not allowed. I will eventually make a 3D version but for now I don't want 2D lovers to be left out. But you will be able to zoom into a character during an important moment yes. For now the Zooming Out was the challenge, I will handle the zooming in later, it's way easier, and it's very doable.

I'm just seeing this thread for the first time. I think it should be one of the 3 news items at one point.

One question that may have been answered already is,
Can you tell if a sound is being played and have it as a trigger?

Also, is this "map" set up, the tree like structure of your statedef, export/import from a text file possible? Can I make a text file of my commands and import it? I'm just thinking about the easiest way to batch convert characters.

Thanks! I don't want to get TONS of attention yet though so I guess this small forum space I have is fine for now!! About your question, here is the answer;

(https://s30.postimg.org/dx00kok69/image.png/)

Here I lighted up yellow the part where it says "Action After Condition Met", which is what you can do after the said sound is triggered as the condition is met.

(https://s30.postimg.org/qch7kfou9/image.png)

Here I tell Unreal to print something on screen. :P

(https://s23.postimg.org/mk4movwd7/image.png)

Here we change our state the moment the sound triggers.

About your latest question, I am afraid direct conversion is not possible. They are different engines after all. I am just mimicing what I find good in Mugen, and doing my own coding with the help of Unreal.

That's all for now!




Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: PeXXeR on January 04, 2017, 08:44:40 am
You my friend are an inspiration, good work and keep it up !
A question as well, do you plan to add filter support like 2xsai, super eagle, stuff like that ? dunno if it even needs it but hey .
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Achilleon on January 04, 2017, 05:47:06 pm
You my friend are an inspiration, good work and keep it up !
A question as well, do you plan to add filter support like 2xsai, super eagle, stuff like that ? dunno if it even needs it but hey .

Thanks Mr Pexxer!

I talked about the 2xsai with my C++ coder. He said it was possible and he will look in it. I will give that a shot, but only that so that people can see it's possible.
Unreal accepts outside-calculation stuff in it's materials so your question's answer is a yes. But I will show that one as a demonstration. ^_^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Lichtbringer on March 10, 2017, 09:25:50 pm
Achilleon made a New vid that shows how Projectiles in his engine work and some interesting features he added to them. :D

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: DJ_HANNIBALROYCE on March 10, 2017, 09:47:50 pm
WOW. that projectile that makes u change ur palette is amazing!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Memo on March 10, 2017, 09:59:25 pm
Lol I like the one that wants to have a convo with you before smacking you that could be funny shit
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Hephaistos31 on March 10, 2017, 10:09:13 pm
This man is building the future of our beloved Mugen world!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Just No Point on March 10, 2017, 10:32:05 pm
Holy shit!

How much control do we have with reflection? Can we give the reflected projectile totally new rules?

How about fireballs that require x amount of hits to be destroyed? And each time another fireball hits them they lose a hit?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Memo on March 11, 2017, 12:27:36 am
Holy shit!

How much control do we have with reflection? Can we give the reflected projectile totally new rules?

How about fireballs that require x amount of hits to be destroyed? And each time another fireball hits them they lose a hit?

I was thinking the same thing, he didnt show a basic fireball
Subtract hits off a EX type multi hit but with all that control he's
Displaying with projectiles I'm positive it could be done.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Just No Point on March 11, 2017, 12:29:24 am
Oh me too. It just never hurts to ask. Dang I can't wait for this to come out!!!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Memo on March 11, 2017, 12:31:33 am
Me too! I cant wait to get hands on this.
This when finished is gonna give us the
Ability to make good shit that rivals
Officially released games.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: -Ash- on March 11, 2017, 02:41:38 am
Will MUGEN stuff work on this or creators will have to convert their stuff?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 26.12.2016
Post by: Just No Point on March 11, 2017, 02:48:49 am
Convert
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Achilleon on March 11, 2017, 08:23:58 pm
---------- Update: 11.03.2017 ----------

Projectiles! \o/

Hello everyone, yet again!

I hope all of you are doing fine! We finally got an update and this time it's something new compared to things that I have shown before. Projectiles have evolved!

Here is a list of what you can expect when using this Engine:

(Note that this list isn't everything.We are in Alpha stage and more stuff will be added as time goes on. ^_^)

1- Projectiles are now Actors, just like Characters, or Helpers. They are now separate files of their own. This makes the Projectile shareable among other actors, and allows the Projectile to be called when needed, rather than having it always in memory. So a Character with 10.000 projectiles will be optimized as much as one with 5.

2- Projectiles of one Character can be called by another Character or Helper. There is no restriction anymore and you do not need to code anything to make, for example Ken's Hadouken to work on Ryu. This will be demonstrated next video.

3- Projectiles now have their own States and can have their own SCTRLs. It's shown in the video how they flash the screen, shake the camera, even spawn a projectile or helper. Most important additions are things such as being able to Reflect itself on hit. More to come!

4- There are more ways to move them now and they can be edited run-time. There are also projectile-unique movements such as Homing Missile, as shown in video.

5- Projectiles are now in the same level with Helpers and there is no need to use Helpers anymore, which fixes compatibility issues that Mugen currently has when it comes to communication between simple projectiles and helpers themselves.

6- Projectiles now have their own Health and they apply self damage when they contact a Character/Helper or Projectile. The reason I decided to separate connection behavior is that, what if you want a Projectile to be destroyed after 3 times of enemy projectile hit, but want it to hit Enemy Character once?

Here are examples:

Projectile Health : 10
Self Damage on Character Hit : 10
Self Damage on Projectile Hit : 10

This is your basic Projectile. Destroys itself after the first connection to Enemy Projectile or Character. Note that the amount of health can be anything you like to see since it inflicts self damage. Self Damage system fixes a very possible issue where a projectile of Developer A to be very strong against Developer B's one unintentionally.

---

Projectile Health : 30
Self Damage on Character Hit : 10
Self Damage on Projectile Hit : 10

This is your Ex Projectile. It hits Player 3 times, and gets destroyed if it connects with enemy projectile(s) 3 times.

---

Projectile Health : 50
Self Damage on Character Hit : 50
Self Damage on Projectile Hit : 10

In this example, it will take 5 projectile hits to destroy this projectile, but it will hit character one time and destroy itself.

---

Projectile Health : 50
Self Damage on Character Hit : 10
Self Damage on Projectile Hit : 50

This projectile will destroy itself the very first time it connects to a projectile, but it will hit player 5 times. (Ofcourse hit time delay can be edited just like Mugen projectile SCTRL has. No worries, we are not leaving anything behind. ^_^)

---

Projectile Health : 60
Self Damage on Character Hit : 20
Self Damage on Projectile Hit : 0

This projectile is unstoppable by other projectiles, but it will hit the player 3 times total.

---

Projectile Health : 60
Self Damage on Character Hit : 0
Self Damage on Projectile Hit : 0

Nothing can stop this projectile. It will kill all other projectiles. In order to avoid endless connection with another unstoppable projectile, there are ways to disable projectile connections, so no worries!
This projectile will also continuously hit the Player until it does not detect the enemy.

7- Projectiles can reach out to every single variable of their enemies and allies and act accordingly. Shown as last 2 types in the video below.

8- Since they have their own States, they can have their values changed run-time.



If you have questions, please go ahead and ask! ^_^

Thank you for all the support so far, this community really shows that they deserve something updated and better, and hopefully this Engine will be what they truly need!

You my friend are an inspiration, good work and keep it up !
A question as well, do you plan to add filter support like 2xsai, super eagle, stuff like that ? dunno if it even needs it but hey .

Mr Pexxer. I did not forget the promise I have done. But as I spoke with my C++ programmer. He said that the implementation of 2xsai, can cost me around 450 USDs, which I can't pay right now. Please remind me whenever we are close to release, and I will see to it once again.

Lol I like the one that wants to have a convo with you before smacking you that could be funny shit
<3

WOW. that projectile that makes u change ur palette is amazing!

This man is building the future of our beloved Mugen world!
Trying my best Senpai!

Holy shit!

How much control do we have with reflection? Can we give the reflected projectile totally new rules?

How about fireballs that require x amount of hits to be destroyed? And each time another fireball hits them they lose a hit?
Me too! I cant wait to get hands on this.
This when finished is gonna give us the
Ability to make good shit that rivals
Officially released games.

Forgot to show "require x amount of hits to destroy" but no worries, it's there! How could I ever forget it! ^_^

About reflection, yes. Because Reflection SCTRL (Addon) demands a State to change upon reflection occur.

(http://oi66.tinypic.com/x0v9k4.jpg)

This is mostly useful if you don't want reflection loops happening in case both characters can reflect, or you want entire different stuff to happen when reflected. ^^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Uche_of_MFG on March 12, 2017, 02:11:19 am
These are some of the craziest things ever produced. M.U.G.E.N. can't even do this!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Lichtbringer on March 13, 2017, 08:09:08 am
I have a small Questions about Projectile reflection.

I could have Projectiles that can't be reflected but instead get destroyed if I made the right change in the State right?

For example I could have a char that uses Fireballs that can be reflected, but another one that uses throwing knifes that will blocked/destroyed by the reflection attack right?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: PeXXeR on March 13, 2017, 12:41:39 pm
This is insane great job dude.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Achilleon on March 13, 2017, 01:35:40 pm
These are some of the craziest things ever produced. M.U.G.E.N. can't even do this!

This is insane great job dude.

Cheers. ^^

I have a small Questions about Projectile reflection.

I could have Projectiles that can't be reflected but instead get destroyed if I made the right change in the State right?

For example I could have a char that uses Fireballs that can be reflected, but another one that uses throwing knifes that will blocked/destroyed by the reflection attack right?

That is correct. If you don't want a Projectile to reflect, simply not having the SCTRL for reflection is enough. Instead you can use other states that trigger. The suitable one in this case would be the "Health Zero" state, which triggers if Projectile Health becomes zero because the knife hit the enemy, that is called State 5950. (Yeah, Projectiles have their own System events between 5000-6000 for things like hitting stage wall etc (^_^).

It may look complicated at first, but Projectiles in my Engine is like creating a very simple type of a character. Same procedures more or less. :)
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Demitri on March 13, 2017, 03:21:04 pm
Love the updates

Is the paletting system still stuck to putting the sprites in different pieces and altering the material/color on them? (if you found a different way and mentioned it before, sorry)

Last question, and im not sure if  you can answer it fully.
Regarding the project, have you run into any issues with Paper2D? I can't find the thread but i was looking into UE4's 2d stuff (Paper2D) and even though the system is very useable for a complete project, i recall someone mentioning you can run into framerate issues. I'm not sure if it was on a ported project or on pc, so that's why I say im not sure if you have the answer to that.
With Epic so focused on VR & Paragon, i'm really curious to any problems one could run into if they pushed this to its limits (there are a few of us who have the rigs powerful enough to do it lol)

That said, I'll alway skeep an eye on this as I've said before. State Addon makes it look really simple to develop using this project

Spoiler: Bonus Question (click to see content)
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: SanosukeSagara on March 13, 2017, 03:32:41 pm
<3 In love <3 No more. Good continuation.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Achilleon on March 14, 2017, 12:42:04 am
Love the updates

Is the paletting system still stuck to putting the sprites in different pieces and altering the material/color on them? (if you found a different way and mentioned it before, sorry)

Last question, and im not sure if  you can answer it fully.
Regarding the project, have you run into any issues with Paper2D? I can't find the thread but i was looking into UE4's 2d stuff (Paper2D) and even though the system is very useable for a complete project, i recall someone mentioning you can run into framerate issues. I'm not sure if it was on a ported project or on pc, so that's why I say im not sure if you have the answer to that.
With Epic so focused on VR & Paragon, i'm really curious to any problems one could run into if they pushed this to its limits (there are a few of us who have the rigs powerful enough to do it lol)

That said, I'll alway skeep an eye on this as I've said before. State Addon makes it look really simple to develop using this project

We are on the palette stage for a long time, demonstrated below:



That's kind of done.

And well State Addon is just a name I have found instead of using name SCTRL. Note that this Engine is meant to be for everyone so they might not understand what SCTRL is if he or she never heard of mugen. ^_^ I believe we will have all SCTRLs of mugen. I don't think I need to leave out any as they are all useful nonetheless.

Also I did not encounter any issues. I am sitting at 120 fps. Though I am limiting it to max 61 fps to avoid problems where the fps might change between 61-120. I know the times a few people were reporting such issues but from what I understand it was a mistake on their parts. One of them was even trying to use the Stream Level feature of Unreal so wrong and trying to load all levels of his game all at once, causing a huge freeze on game. I think he found out it wasn't the correct way. :P

You can't really put all the blame on Engine when it comes to framerate drop. Having 2.000 actor in the level just because you can, is not really always the best idea and it's not about Paper2D. If you are so focused on massive stuff happening, then you should optimize it yourself ^_^.


Quote
Actually, one more question, but im sure this will be more appropriate to bring up later when this gets farther; how difficult would it be to make interactive stages a normalcy? If you've ever seen the MKvsSF series by Proxicide, something like that.
I guess for something like breaking the floor, you'd just treat the part the players can fall thru as a Player with a set amount o fhealth before it changes into a broken state where the player can fall down through........ Well in that instance, what could be done to prevent the players who can fly from going back up through it?

Sorry I just had the thought xP

Why complicated that much? Give health to stage ground and break after a certain amount of time. :p

Fear not, I will do it eventually. ^_^ I tend to not do things that I already know that can be done easily (such as menus) and focus on things that I am scared of failing (camera zoom calculation, projectile complexity etc).

<3 In love <3 No more. Good continuation.

<3
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Memes never die/Manby on March 16, 2017, 01:25:23 am
Projectiles as customizable as characters....THAT CAN TALK! Oh things are gonna get really awesome when this is released.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: dess on April 11, 2017, 02:48:10 am
This is an AWESOME project.
Is the code for this project available in a public location, such as Github?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Achilleon on April 11, 2017, 04:34:55 am
This is an AWESOME project.
Is the code for this project available in a public location, such as Github?

Cheers mate. It is not public yet and current plan is to release it for patreon supporters only, which i did not create yet. There is still a good amount of time for discussing that part and I am focusing on the development first.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: dess on April 11, 2017, 02:43:24 pm
I went ahead an read the whole thread, to get a better understanding of what's going on with this. With all due respect, I now have the following opinion:

It seems you started off with good intentions. Maybe you really did want to create a better Mugen, and give it away to people so they could create things with it. For about 2 years, you've been leading people to believe that this will be open source, that they'll be able to use and update this as they need. But, so far, it's all just been vaporware; a lot of promises and some videos, but nothing that others can use. And now you've gone from saying that you'll give it away to saying that people have to pay to use it, when it's ready. Really, I don't see a difference between a commercial product and what you're peddling. I would think that many have put some of their hopes in what you're making, only to be met with a switcharoo, at the end.

Look, it's your code; you can do whatever you want with it. But, you're telling people one thing, and then doing another. There is a difference between having a Patreon that people can donate freely, because they appreciate your work, versus saying the must 'donate' (aka, buy) in order to get your product. At this point, I wont be surprised if you end up telling people that they can't use it to sell their game unless they pay you for a commercial license.

If you mean for this to be open source, why not put up what you have and let people run with it. Everyone knows that it would be an early release, and that many things are probably broken and missing, but so what. People would be able to get started and play around with it, and they could start helping making it better. Also, they wouldn't feel like you're leading off on a leash indefinitely.

Release what you have already (in whatever state it is), put up a Patreon page that people can donate (if they want to), don't attach limitations like that it can't be used for commercial purpose, and let the thing take flight and because what it will be. Do that, or come clean and say that you're making a commercial product, so that people can set their expectations accordingly.

With all due respect.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: XGargoyle on April 11, 2017, 02:51:52 pm
Dude, it's Unreal Engine, code is fully available and open.

Achilles is working on a template/adaptation (call it whatever you want) that will allow creating fighting games easier. But anything that you may be able to do with Achilles' software can already be done in Unreal Engine, although requiring a deep knowledge on the engine.

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: PlasmoidThunder on April 11, 2017, 03:00:21 pm
I'm sure I recall Achilleon mentioning about having to pay for it a good while ago, though it seems people have overlooked that, if he did indeed say something in that regard.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Achilleon on April 11, 2017, 04:33:53 pm
I went ahead an read the whole thread, to get a better understanding of what's going on with this. With all due respect, I now have the following opinion:

It seems you started off with good intentions. Maybe you really did want to create a better Mugen, and give it away to people so they could create things with it. For about 2 years, you've been leading people to believe that this will be open source, that they'll be able to use and update this as they need. But, so far, it's all just been vaporware; a lot of promises and some videos, but nothing that others can use. And now you've gone from saying that you'll give it away to saying that people have to pay to use it, when it's ready. Really, I don't see a difference between a commercial product and what you're peddling. I would think that many have put some of their hopes in what you're making, only to be met with a switcharoo, at the end.

Look, it's your code; you can do whatever you want with it. But, you're telling people one thing, and then doing another. There is a difference between having a Patreon that people can donate freely, because they appreciate your work, versus saying the must 'donate' (aka, buy) in order to get your product. At this point, I wont be surprised if you end up telling people that they can't use it to sell their game unless they pay you for a commercial license.

If you mean for this to be open source, why not put up what you have and let people run with it. Everyone knows that it would be an early release, and that many things are probably broken and missing, but so what. People would be able to get started and play around with it, and they could start helping making it better. Also, they wouldn't feel like you're leading off on a leash indefinitely.

Release what you have already (in whatever state it is), put up a Patreon page that people can donate (if they want to), don't attach limitations like that it can't be used for commercial purpose, and let the thing take flight and because what it will be. Do that, or come clean and say that you're making a commercial product, so that people can set their expectations accordingly.

With all due respect.


Okay, let me answer all of them one by one.

First of all, I think a very little number of people are confusing what is exactly an open source. They believe that "Open Source" is "Completely free, do whatever you want, enjoy". This is unfortunately wrong. Open Source means that, you can change whatever you want because if you know how to use Unreal 4 Engine, you will see what I have used to make something work. Example: You know what Hitdef SCTRL in Mugen does, but you don't know the code behind it, or you can't change it. In my "Template", you can see what I do with each node by double clicking on it, and change if you so desire, or mimic and create a new SCTRL for your own character. THIS is what open source is.

It's normal that you never heard of it but, when Unreal 4 was released, it had a monthly 15 USD dollar payment, yet it was still open source, and you could change ENTIRE engine if you so desired to work on it. (Extra info: UE4 is free to use for 2 years and still open source.)

---

It is true that I give alot of promises and I try my best to develop this as soon as possible. I am working 7 hours straight on this plus my own current job that takes around 10 hours of my day time. I can not develop everything in one go and since I am not a Company and single man trying to make this, of course it takes time.

I am not literally sharing every detail with everyone. None of you will care, if I say "it's 10% faster to create a character than before!" because only a few have the Template with them. Do I -REALLY- have to spam this thread with things like that? I humbly don't think so. But such a small improvement can take weeks to do? The unfortunate answer is, Yes.

Also, I would simply say "No it's not possible." if someone asked if something is doable or not. There is no need to give empty promises on my side.

Here is an example; It is NOT possible to copy paste mugen files into Unreal to get your character into the engine right away. In this part, I could simply answer this as a "Yes" to create an AMAZING hype. But I did not.

Second example: A few people asked if a character change in runtime possible or not, to be able to create a Shang Tsung like character. I answered that as a YES, because it was doable. I already shared a Private video a few days ago with the "Well Known Mugen Devs" where I changed a character every second to a different one and they were happy with the result. Will I share this with everyone soon? Yes. Will I share a "Oh 5% optimization guys!!!111one" video? No, no matter how such a big improvement it was compared to others on my end.

---

Let's move on. You could call this a commercial product, but for me it's just a "Template". An engine created inside an engine, rather made Unreal 4 "usable" in terms of making fighting games easier. The reason it's NOT commercial is that, the project will be only supported by Patreon.

Let's make one thing clear that you missed by a long shot. I NEVER, -EVER- said that this was a free product. People who asked the same thing in other forums, in my videos, or in here, already know that I have been working hard on this project for almost 2 years, and they do had the expectation of this being a paid product (some said they would pay just to literally support it, even if it was free as they mostly know the suffering).

The only reason that I did NOT give away this information right away is:

- Project is far from ready.

- It doesn't do anything to stand out from Mugen yet. (Though the latest Projectile Video might make one think otherwise, and soon seeing "stage and character change in game runtime", "seamless stage travel", "shareable character data", "data injections", "stage obstacles" and many other upcoming videos can also change others mind)

- Personally, I don't like talking about payment before I implement stuff completely and mostly due to above reason.

- There is no Beta or Alpha that people can test so it's silly to say how much it will cost.

- No need to speak about money when community doesn't really care about it in the first place, aka being happy with Mugen. This thread showed otherwise and that people want to have an "Engine" that is updated to today's standards and no longer forced to sit on 20 years old limitations, but the other way around was possible. I was NOT really hoping to have such attention.

So I hope I am now clear on why I never speak about payment personally and why I always say "it might change and nothing is certain" when someone asks about the payment part.

But if you truly want to know what I personally plan, here it is:

- Probably one year later, the Project will be released for free to "Big Mugen Devs". This is just to make sure that everything works smooth and clean as much as possible. Because I am sure that I will miss alot of stuff that a well seasoned dev would need to create something very complicated. During this stage, Patreon will be announced to EVERYONE and it will be OPTIONAL to donate.

- After a while, the project will be released to everyone for FREE for a Fixed Duration with the OPTIONAL Patreon still being around to donate if one so desires to support the development. This is meant to be a "Welcome!" for everyone, not just Mugen developers so the community can be created, bugs can be cleared out etc.

- Again after a while, being a Patreon Donator MIGHT be a must to get updates. BUT at this stage, there are work arounds for people:

- Patreon Donation will be min. 5 USD per month, no need to pay for extra if you can't afford. And NO NEED to continuously pay if I am not planning to release an update, for say, 3 months. Just pay whenever you see an update if you so desire.

- No need to pay continuously to let "Template" function. You can just pay one time 5 USDs and have the template for 5 years for all I mind. Or as I mentioned above, pay whenever you feel like the update is worth your time. There is no lock-out.

- NO NEED TO PAY IF YOU CAN'T AT ALL. Just pirate it somewhere, ask a buddy to share the project files with you, ask me personally, whatever you desire. No stress. I am doing this for myself (to survive, one needs money) and for the entire community that's left in the dark. I do not belong to a company. I am a developer, just like you guys.

- No licensing. Create your game, get millions of dollars, stop patreon donating. All is your choice my dear friend. You need to pay 5% to Epic Games, the Unreal Engine owner company, but not me.

- In case I get way too much money, like tons, it may revert to FREE with OPTIONAL Patreon donation again.

As I said before, everything is SUBJECT to change. And I still won't copy past above to the first thread. There is simply no reason to talk about payment about a project that is far from finished.

---

As you see, with all due to respect, your assumptions are mostly false and everyone should be grateful for that, including yourself. I do not belong to Capcom or SNK. I am just one guy with the dreams that I can share with others. I do not need shady business or payment surprises that will get you all at the last minute to break your dreams.

I am just a developer that does not want to talk about things that are not certain. I have yet to prove that this Project can replace Mugen entirely and for that, I need time.

Thank you and others for their time on reading this.

 
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Just No Point on April 11, 2017, 04:44:35 pm
I'll definitely be on your patreon. I can't wait for this!!!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Memes never die/Manby on April 11, 2017, 04:53:21 pm
Money what is the point of it it has no real value and is just some thing to fight ove....oh wait I mean uh good project here can't wait to see where it goes. But in all seriousness I do want to see if anything unique can be made with this that mugen couldn't dream of ever doing. Now if only I could program.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: dess on April 11, 2017, 06:33:26 pm
Quote
First of all, I think a very little number of people are confusing what is exactly an open source. They believe that "Open Source" is "Completely free, do whatever you want, enjoy". This is unfortunately wrong.

Here's the Wikipedia definition:
Quote
Open-source software (OSS) is computer software with its source code made available with a license in which the copyright holder provides the rights to study, change, and distribute the software to anyone and for any purpose.
https://en.wikipedia.org/wiki/Open-source_software

Open Source has a well-known definition. You're code is most definitely not open source. What you have is freeware. And yes, you can have freeware where people can see the code.
https://en.wikipedia.org/wiki/Freeware

Again, it's your code and you can do with it was you please. I'm not telling you that you must release it as Open Source or not. I'm telling you to be clear about your intentions . You can't call this open source while treating it like freeware. You don't need to redefine what open source is in order to fit your narrative; just be clear and precise, so members can set their expectations correctly. Your latest post helps with defining your intentions.  Basically, you're going to have a subscription service, via Patreon. Nothing wrong with that, it's just not open source.

I believe you when you say that you've worked hard on this, and I don't blame you for wanting some money from it. However, I think that by not releasing it open source, you're putting yourself at a disadvantage: as soon as another person releases something similar to what you're making, but they do it as real open source, they're going to leave you in the dust. That's just how open source it, it moves very quickly. And, if something else picks up steam, you won't be able to overtake them. You would have spent all this time, for something that people won't be using.  And note that it won't even need all the features you have already: as soon as ANYTHING is release, it will start gaining traction quickly and it will evolve quickly. Someone could release a super basic set of features today, and have it gain a bunch of features very quick because you'll have (potentially) anyone in the world contributing to it, every day all the time. An army of people beats 1 person any day.

Usually, the original creators that release open source software get title "Benevolent dictator for life" (https://en.wikipedia.org/wiki/Benevolent_dictator_for_life). This means that, even thought people could take your code and do with it as they please, they wont: they'll look to your as the leader of that thing and follow your directions. So, even though your code is open source, you'll always have donations and income for life, out of respect for your work.

I think with your current plan, you're giving someone else an opportunity to come and take your lunch. You would be unwise to base your decisions on some of the members of this forum saying that they'll donate. I'm sure some would, they'll flock to what provides the most convenience and features. No offense to the members, but you have to understand that they are basically starving creatures waiting to satiate their creative desires, willing to cheer for anything that gives and a smidgen of hope. For now, it's you, but it would be someone else, if they release first. Just look at how this is a Mugen forum, but they would jump ship to your product at the first chance they get.

You can always monetize your work, whether it's open source or not, as long as people are using it. But, if someone else comes and steals your market, and takes the users with them, you're going to regret not releasing early, because you're just going to be the guy that had a good idea but was too late. If you're overtaken, the momentum will just be too difficult to overcome.

I know it may sound like I'm being hard on purpose, but I'm not. I'm trying to speak the truth, even if it's something unpleasant to hear. I think that you need that more than you need praise.

In any case, I wish you luck with you're endeavour. I hope you succeed.

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Achilleon on April 11, 2017, 07:25:27 pm
Quote
First of all, I think a very little number of people are confusing what is exactly an open source. They believe that "Open Source" is "Completely free, do whatever you want, enjoy". This is unfortunately wrong.

Here's the Wikipedia definition:
Quote
Open-source software (OSS) is computer software with its source code made available with a license in which the copyright holder provides the rights to study, change, and distribute the software to anyone and for any purpose.
https://en.wikipedia.org/wiki/Open-source_software

Open Source has a well-known definition. You're code is most definitely not open source. What you have is freeware. And yes, you can have freeware where people can see the code.
https://en.wikipedia.org/wiki/Freeware

Again, it's your code and you can do with it was you please. I'm not telling you that you must release it as Open Source or not. I'm telling you to be clear about your intentions . You can't call this open source while treating it like freeware. You don't need to redefine what open source is in order to fit your narrative; just be clear and precise, so members can set their expectations correctly. Your latest post helps with defining your intentions.  Basically, you're going to have a subscription service, via Patreon. Nothing wrong with that, it's just not open source.

I believe you when you say that you've worked hard on this, and I don't blame you for wanting some money from it. However, I think that by not releasing it open source, you're putting yourself at a disadvantage: as soon as another person releases something similar to what you're making, but they do it as real open source, they're going to leave you in the dust. That's just how open source it, it moves very quickly. And, if something else picks up steam, you won't be able to overtake them. You would have spent all this time, for something that people won't be using.  And note that it won't even need all the features you have already: as soon as ANYTHING is release, it will start gaining traction quickly and it will evolve quickly. Someone could release a super basic set of features today, and have it gain a bunch of features very quick because you'll have (potentially) anyone in the world contributing to it, every day all the time. An army of people beats 1 person any day.

Usually, the original creators that release open source software get title "Benevolent dictator for life" (https://en.wikipedia.org/wiki/Benevolent_dictator_for_life). This means that, even thought people could take your code and do with it as they please, they wont: they'll look to your as the leader of that thing and follow your directions. So, even though your code is open source, you'll always have donations and income for life, out of respect for your work.

I think with your current plan, you're giving someone else an opportunity to come and take your lunch. You would be unwise to base your decisions on some of the members of this forum saying that they'll donate. I'm sure some would, they'll flock to what provides the most convenience and features. No offense to the members, but you have to understand that they are basically starving creatures waiting to satiate their creative desires, willing to cheer for anything that gives and a smidgen of hope. For now, it's you, but it would be someone else, if they release first. Just look at how this is a Mugen forum, but they would jump ship to your product at the first chance they get.

You can always monetize your work, whether it's open source or not, as long as people are using it. But, if someone else comes and steals your market, and takes the users with them, you're going to regret not releasing early, because you're just going to be the guy that had a good idea but was too late. If you're overtaken, the momentum will just be too difficult to overcome.

I know it may sound like I'm being hard on purpose, but I'm not. I'm trying to speak the truth, even if it's something unpleasant to hear. I think that you need that more than you need praise.

In any case, I wish you luck with you're endeavour. I hope you succeed.



From what I read, Freeware is, well completely free while open source got a licence. My licencing could be "Donate whenever you can" type. In my humble opinion, it is still can't be called freeware as I kinda hinting a forced payment for updates.

Sigh, I just want to make something clear. There is still time to define the proper naming for what I am doing. People should not get hopes up on everything so quick, or lose it for that matter. This thread is just an advertisement of what's to come and see if people are interested, which apparently they do, and I am not just speaking about this forum.

In all honesty, there is no definition in society for "You need to pay monthly, you actually should, but if you can't, pirate it no problem, no big deal." in licensing. So you can name it whatever you prefer, it just won't fit. ^_^

I still have yet to understand why should I release a pre-alpha version of my template, just because someone else can make another "Engine" to develop 2D fighting games. Noone noticable did so for 20 years (at least something in a mugen level), but even if they suddenly pop up 1 year later as they desired to do so, I wouldn't mind.

If you ask me, if there is someone to release something similar, bring it on. I don't mind competition, and I am sure I can learn alot from someone who also develops something similar. I will not publish something half-assed with the fear of someone else can take over. I already get messages related to how I am currently pulling this off alone, how some people stopped developing a similar engine to mine etc.

I still believe you think my main intention is to gain tons of money, but it is not. I already have a job in real life that pays well. If it was my first goal, I would immediately say in the first post "Hey, this is with payment, so if you want something better than Mugen, get your wallets ready!". Yes, if I get tons of money out of this, then I can focus full-time on the engine by leaving my current job alone. If I fail on getting money on this, then I will simply create my own fighting game, or join a team of developers that ask me to join them time to time, or a company in that matter.

The reason we are arguing in the end, is that we are looking at the situation with opposite perspectives. You think I do this because there is a big market behind this all (Mugen Community) but while the later statement is true, the real intention is not. I am not bothered with market, overall sales, who are my competitors. Those things are just welcome in this journey I have taken.

My true intention is, I want to create a fighting game template that is within Unreal 4 Engine, where people will no longer left in the past and they can do whatever they please. I want to create a fighting game of my own and so I created this template for myself. The difference of me and Capcom or SNK is, I am sharing my "Engine" for an optional fee so we can share the love, that's it.

Also I really thank you for showing me this perspective of yours, I respect it, and I hope it becomes an Engine that everyone can enjoy, including ofcourse, you aswell.

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Just No Point on April 11, 2017, 07:43:20 pm
Releasing early also wouldn't benefit him much as it'd leave a lot to be desired and everyone would have issues with what it lacks and bugs alike. Waiting till it's mostly finished is the best approach IMO
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Odb718 on April 11, 2017, 10:26:35 pm
So after watching that painfully slow palette video, I think I have a dumb idea for you.
Instead of using a base image from Ken, could you make a palette grid? Like how Photoshop and Fighter Factory 3 display the palette?
(http://i.imgur.com/Bcefjna.png)
Often If you dont have multiple images of the character to sort through you dont actually see ALL of the colors needed for the character. I imagine you could use your way and cycle through images to find a color you missed. But I think having the grid with all the colors laid out would be easier.
I dont think your template/UE4 would care about the palettes' order from Mugen or the pcx file. So a lot of character's palettes arent probably set up the best. But You could redo it easy.

The whole process needs to be streamlined. Maybe set up the template to have 256 of those "grids" set up. I choose the colors, then delete the ones not used? 15 minutes to set up a palette is a crazy amount of time. And that's not even deciding what Hue and Saturation and Color and everything else.

PeteNub didn't seem too interested in this project when we talked the other day. But I think it's pretty early on and we were having a conversation about something totally different. I'll bring it back up to him a little later down the road.

And dont get me wrong about the palettes. I'm excited to see it working!  The project looks more and more awesome every update.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Achilleon on April 12, 2017, 12:27:15 am
So after watching that painfully slow palette video, I think I have a dumb idea for you.
Instead of using a base image from Ken, could you make a palette grid? Like how Photoshop and Fighter Factory 3 display the palette?
(http://i.imgur.com/Bcefjna.png)
Often If you dont have multiple images of the character to sort through you dont actually see ALL of the colors needed for the character. I imagine you could use your way and cycle through images to find a color you missed. But I think having the grid with all the colors laid out would be easier.
I dont think your template/UE4 would care about the palettes' order from Mugen or the pcx file. So a lot of character's palettes arent probably set up the best. But You could redo it easy.

The whole process needs to be streamlined. Maybe set up the template to have 256 of those "grids" set up. I choose the colors, then delete the ones not used? 15 minutes to set up a palette is a crazy amount of time. And that's not even deciding what Hue and Saturation and Color and everything else.

PeteNub didn't seem too interested in this project when we talked the other day. But I think it's pretty early on and we were having a conversation about something totally different. I'll bring it back up to him a little later down the road.

And dont get me wrong about the palettes. I'm excited to see it working!  The project looks more and more awesome every update.

Howdy Odb718!

First of all I must say, I know the pain and it looks worse when you watch that video. I got good news and bad news regarding the problem.

Good news is, the new system I have is way easier, much less time consuming etc!
Bad news is, it still asks for a palette grid to function and needs little bit of more work than just slapping an .act file into Unreal and hoping it does not explode (such hope would be in vein, as Unreal does not know what .act is.) You still need to fetch colors, but it's faster!

I will show it "soonish" when I can get to creating a character from scratch and show the procedure, but there is a reason I am not going the route of "fuck it, pay a thousands of dollar to hire a programmer to slap a .act file recognizing system in the Engine".

First of all, we know that we need a palette system for characters, so they can be colored different to a degree to separate characters. But, a Blue outfitted Ken Masters, and a Red outfitted Ken Masters have the same Shoryuken Fire. So we don't do any palette work for this fire:

(http://i67.tinypic.com/2jir8z.png)

Secondly, what happens if you have a very blurry effect?

(http://i64.tinypic.com/2j1tw8n.png)

Surely above example does not look good, but there are thousands of colors in there that you can't get away with 256 colors only. Even if you succeeded, that would be a huge work to just optimize and make it look acceptable.

I just don't want to limit people just because they are using the old ways, but hang in there, the new system is a middle line where both option-lovers will enjoy.

TLDR: I know it's problematic, I feel the same way, I improved it to a big degree, but I didn't show anything yet. ^_^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Odb718 on April 12, 2017, 07:40:43 am
Heh, maybe I'll bug Pete for a way to recognize palettes easy. No promises though.
What sucks is I dont think he owes me a favor any longer. (I sent him an RGH a long time ago)

A side question. So how I have the grid. Would it be possible to set up an automated process where if the image was 16x16 (256 spots) or something like 256x256, could you get UE4 to read those blocks in the grid and attach them as the palette? You wouldn't have a standard ACT file, but YOU and your system could have a standardized PNG file for obtaining a 256 color palette.

I'll bug Pete about this also, but I'm not sure if it's possible for you to do now. Pete's implemented stuff in GoW I asked for so he's pretty open to suggestions on making things better.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Achilleon on April 12, 2017, 11:12:14 am
Heh, maybe I'll bug Pete for a way to recognize palettes easy. No promises though.
What sucks is I dont think he owes me a favor any longer. (I sent him an RGH a long time ago)

A side question. So how I have the grid. Would it be possible to set up an automated process where if the image was 16x16 (256 spots) or something like 256x256, could you get UE4 to read those blocks in the grid and attach them as the palette? You wouldn't have a standard ACT file, but YOU and your system could have a standardized PNG file for obtaining a 256 color palette.

I'll bug Pete about this also, but I'm not sure if it's possible for you to do now. Pete's implemented stuff in GoW I asked for so he's pretty open to suggestions on making things better.

There is a main difference between GoW and Paper2D in Unreal 4 though. You see, it's easy to get a certain texture location via using a mask for 3D meshes. So if you have a 3D mesh that has 256 colors, you can map the UV to a palette grid, then change the colors in the material editor, because colors are in fixed locations. But in Paper2D, the Flipbook is a material itself, rather than a 3D mesh. It's basically a Material pretending to be 2D. So colors are recalculated in every frame, which comes with -this- problem below;

(http://i67.tinypic.com/167meqe.png)

This is an okay palette. You can get this in Unreal and work pretty well with it because all colors are separated. My new approach for much faster development on color-system needs a palette grid like this, where -every- color is different than each other.

Now here is the side effect:

(http://i67.tinypic.com/15hiftj.png)

This is something that will never work on Unreal as there are colors that are exactly the same. Unreal will not be able to catch which color of Sprite belongs to which slot, so 1 slot will override all the slots that are exactly same in the palette grid.

Long story short, if your BASE palette grid with all colors different from each other, all will be fine and you can create a second palette out of that palette grid to have the above second image palette.

But if you have the second example palette grid in Unreal 4 first, you will not be able to get the result in the first picture. Instead, you will get this result;

(http://i68.tinypic.com/1zny6g8.png)

As you see, colors are getting overriden.

I am always open to development help, but don't judge yet before seeing the new way I am handling this, and don't let years old videos demoralize. There is still light in the end of the tunnel! :p

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: -Red- on April 12, 2017, 08:44:12 pm
Quote
This is something that will never work on Unreal as there are colors that are exactly the same. Unreal will not be able to catch which color of Sprite belongs to which slot, so 1 slot will override all the slots that are exactly same in the palette grid.

This isn't really an issue since no one really uses this kind of palette as the original one for the sprites. They're always separated so alternative colors don't have that kind of issue.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Achilleon on April 13, 2017, 02:54:05 am
Quote
This is something that will never work on Unreal as there are colors that are exactly the same. Unreal will not be able to catch which color of Sprite belongs to which slot, so 1 slot will override all the slots that are exactly same in the palette grid.

This isn't really an issue since no one really uses this kind of palette as the original one for the sprites. They're always separated so alternative colors don't have that kind of issue.

Oh? I always thought you guys prepared such palettes outside! Well that's good news then, you guys will love the new palette work. I should probably showcase it at some point!

Thank you for the information. ^_^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: DarkWolf13 on April 13, 2017, 06:16:51 am
I was checking this out and I'm beginning to feel moments of excitement because of the features only UE4 has. Quick question, does this support 2v2? If so, is it possible to see all 4 players select ports on the select/versus screens?

I've got to try this out!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Achilleon on April 13, 2017, 02:29:34 pm
I was checking this out and I'm beginning to feel moments of excitement because of the features only UE4 has. Quick question, does this support 2v2? If so, is it possible to see all 4 players select ports on the select/versus screens?

I've got to try this out!

Unreal 4 is indeed strong enough standalone to give hype, especially with it's visual scripting. But those you ask are yet to be built in. This is still in very early stages but yes, we will have those options. ^_^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Odb718 on April 13, 2017, 11:51:01 pm
If someone's "Sakura" has duplicated colors, the good news for Mugen to your project is that Fighter Factory 3 is able to change the palette of characters already made extremely easy. They would have all unique colors and apply those changes to the sprites, and then export them with those changes with just a few button clicks.

PeteNub is pretty high up in the pecking order of Epic. I know he's close to the project lead, so I dont know exactly how deep his level of involvement in the actual engine is, but I know he can make changes the planet utilizes.

This is VERY far off but I'd love to see modes companies have never thought of. Like one would be a survival mode against 2 human players. P1 picks his guy, the round starts and P2 and P4 are spawned randomly like arcade. Once P4 & P2 dies, P1 gets a chunk of health back and his opponents get 2 new characters.
Heck if all 4 controllers work 1v3 would be amazing.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Darkflare on April 14, 2017, 12:20:11 am
Yea...that survival mode idea is awful.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: stpk4 on April 14, 2017, 10:00:13 am
Great work!
I'm a little late to the party, but is this released anywhere?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Lichtbringer on April 14, 2017, 12:02:42 pm
Great work!
I'm a little late to the party, but is this released anywhere?

No it is not released anywhere yet, he is still working on it, but what he has done so far is realy impressive.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Achilleon on April 15, 2017, 04:42:07 pm
PeteNub is pretty high up in the pecking order of Epic. I know he's close to the project lead, so I dont know exactly how deep his level of involvement in the actual engine is, but I know he can make changes the planet utilizes.

No need for this. Palette Grid system video coming soon. We can have palettes in Unreal now thanks to my C++ programmer. The final form is at hand! Palette lovers will be full of joy and we will still have the option to have sprites without palette restrictions, aka having uncountable colors as I talked above.

About modes, if I count all the modes people demanded so far from me, we would have maybe 60+ running around. Let me finish the core first. ^_^

And thanks to everyone for support once again.

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Lichtbringer on April 21, 2017, 08:07:21 am
And here is Achilleon's new Palette Grid system video.  ;D

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Masterhand128 on April 21, 2017, 08:40:26 am
The new palette system is very interesting, I have an edited character by me called Primeus(originally by Ricepigeon) but he has Color Loss because the character is really a photo(Obviously a photo has more than 256 colors).

So, I think is very useful not only for specials effects, it is also very useful for joke characters like that:
For example:

Spoiler, click to toggle visibilty

About making palettes, for me making palettes is a nightmare in Mugen I remember I was making palettes for my edited Homer and was really a nightmare, but in Unreal looks very easy.
For this reason I think Unreal Fighter is really a hope for me(Specially if I am specialized for making joke characters with more than 256 colours).
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: cristopeles on April 26, 2017, 03:15:04 am
It is better contribution to mugen in years we all support you in this crusade of creation


I will be hanging 90% of my time in mugen of this.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: GaziraAgain on April 26, 2017, 09:58:50 am
Wow! Your palette system it's amazing and you can modify every part, it's posible choose the palette in the character select screen? Thanks for this new update, see you.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Uche_of_MFG on April 26, 2017, 06:11:31 pm
That settles it. This literally blows M.U.G.E.N. out of the water.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: VinVulpis on April 27, 2017, 02:55:53 pm
So, forgive me if these questions were already answered in this thread, or I missed something in the initial post, but I was just linked to this and I was instantly interested.

So, based on what was said in the original post, you mean that the scripting of character functions would be very similar and easy to post over?

Also, how easy would it be to make this engine bend to have beat'em-up features. I'm looking to make a lane-based fighter/beat'em-up with some simple platforming. MUGEN is mainly what I know well and I was looking into new, more proper engines to make my game in. I would then need to learn the coding/scripting for that. I haven't had much time to dedicate to that yet, so I've just been working on animations in the mean time.

In regards to lanes, could it handle proper character scaling including the hitboxes. Like Real Bout Fatal Fury.

I also am wondering along with that, if this engine would support a save-feature and achievement system for a single player mode. Mainly because my story is told by achieving certain tasks and more levels of the game become unlocked as things are complete.

Lastly, what would the issue be with selling original works made with this in the future.


EDIT: Actually, I think I understand more what's going on here. What I wanna do should be possible, that's the whole purpose of "template," I'm assuming. Also, I figure this would just fall under standard UE4 licencing?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Mugen3Anthony on April 28, 2017, 03:53:49 pm
Hey everyone, Good morning. I just wonder... in long ago, I made character select screen for MUGEN.... I am look forward and want know about that... How to make character select screen also include stage select too in Unreal Fighter 2D (Unreal Engine 4). I am still look forward you post video on your youtube.  :)
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Lichtbringer on April 28, 2017, 06:42:03 pm
And here is another Vid from Achilleon, this time it's a short one about debug options and collision boxes. ö.ö
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Kintoku on May 02, 2017, 03:23:31 am
Another short video from Achilleon, this time about character change runtimes.


Achilleon, you're making great progress on this so far. You've piqued my interest. Keep it up!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 11.03.2017
Post by: Achilleon on May 02, 2017, 11:52:28 pm
Once again thanks to everyone who broadcasted, supported with words or by just reading all this. It does not hurt to give all the links for the new videos myself too I guess!







The new palette system is very interesting, I have an edited character by me called Primeus(originally by Ricepigeon) but he has Color Loss because the character is really a photo(Obviously a photo has more than 256 colors).

So, I think is very useful not only for specials effects, it is also very useful for joke characters like that:
For example:

Spoiler, click to toggle visibilty

About making palettes, for me making palettes is a nightmare in Mugen I remember I was making palettes for my edited Homer and was really a nightmare, but in Unreal looks very easy.
For this reason I think Unreal Fighter is really a hope for me(Specially if I am specialized for making joke characters with more than 256 colours).

Here is how your fish looks in Unreal:

BEHOLD! LE MIGHTY FISH! :p
(http://i65.tinypic.com/2iv1qbk.png)

As you see, no colors are lost. Ofcourse there is a white lining around but then I am not a Photoshop expert. :p
And there actually is a way to use different sprites for the same animation if you are in Team One or Team Two. I just didn't show case it but you can have a Red Fish for Player Two if you so desire.

EDIT: Actually, I think I understand more what's going on here. What I wanna do should be possible, that's the whole purpose of "template," I'm assuming. Also, I figure this would just fall under standard UE4 licencing?

Yep. This is not directly a "Brand New Engine that is made by one guy". This is a "Project" that has the tools of the Mugen and much more that lets you use Unreal as if you are making a fighting game. So it's like a mimic of Mugen but the root is the entire Unreal Engine.

Unreal has it's own licence so as far as I know, you should also make a license specially for your game. Other than a monthly donation to get the updates of UF2D regularly, you do not owe me anything. Once your game is done, you can stop supporting no problem. :)

Wow! Your palette system it's amazing and you can modify every part, it's posible choose the palette in the character select screen? Thanks for this new update, see you.

We will get to those parts, fear not Gazira, and thank you.

Hey everyone, Good morning. I just wonder... in long ago, I made character select screen for MUGEN.... I am look forward and want know about that... How to make character select screen also include stage select too in Unreal Fighter 2D (Unreal Engine 4). I am still look forward you post video on your youtube.  :)

I didn't develop those stuff yet. But we are not far away. Stay tuned. ^_^

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 03.05.2017
Post by: Just No Point on May 05, 2017, 08:12:10 pm
We'd like to ask a favor. Would someone be able to get us these sprites?
-Box break in SF2 Guile stage or similar.
-Shang Tsung head turning to watch fighters in MK1 or similar.


EDIT: Got it!
http://mugenguild.com/forum/msg.2348579
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 03.05.2017
Post by: Lichtbringer on May 16, 2017, 04:01:33 pm
Achilleon posted some Vids about Stage Development in Unreal Fighter 2D.

Changing Stage Runtime:


Using a Movie File as a Stage Intro:


Render Scene to Sprite (Having a live transmission of your fight running on a Monitor in the background.)


Stage Expansion: (Secret Areas/Stage transitions)


Interactive Stage Object 1/3
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 03.05.2017
Post by: Uche_of_MFG on May 17, 2017, 05:41:21 am
That should encourage development for sure.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 03.05.2017
Post by: DarkWolf13 on May 17, 2017, 06:08:47 am
Oh shoot! Does that mean we'll be able to knock the opponent into the next scene below the stage like a stage in MSHvSF?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 03.05.2017
Post by: Achilleon on May 17, 2017, 09:54:08 am
That should encourage development for sure.

Cheers ^^

Oh shoot! Does that mean we'll be able to knock the opponent into the next scene below the stage like a stage in MSHvSF?

Yap. I didn't connect functions to each other yet but I will showcase that too.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 03.05.2017
Post by: Mugen3Anthony on May 18, 2017, 03:57:39 pm
Good job... Keep up :)
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 03.05.2017
Post by: DelusionTrim on May 18, 2017, 04:39:16 pm
What if we were to go for more complex stage transitions, like in MKvsSF3 where the stage is destroyed and the characters are in free fall for quite a while mid match? Sure it's a flash animation, but would it be possible to implement such a thing?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 03.05.2017
Post by: Memo on May 18, 2017, 06:34:07 pm
What if we were to go for more complex stage transitions, like in MKvsSF3 where the stage is destroyed and the characters are in free fall for quite a while mid match? Sure it's a flash animation, but would it be possible to implement such a thing?

That was done already in winmugen by syn I believe so it definitely
Should be possible here too
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 03.05.2017
Post by: Aile on May 20, 2017, 06:34:34 pm
What if we were to go for more complex stage transitions, like in MKvsSF3 where the stage is destroyed and the characters are in free fall for quite a while mid match? Sure it's a flash animation, but would it be possible to implement such a thing?

That was done already in winmugen by syn I believe so it definitely
Should be possible here too


Hoping it could be implemented as option for stages instead of file patching all characters :D.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 03.05.2017
Post by: Mugen3Anthony on June 23, 2017, 05:23:40 am
Any Update?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 03.05.2017
Post by: Memo on June 23, 2017, 05:27:45 am
What if we were to go for more complex stage transitions, like in MKvsSF3 where the stage is destroyed and the characters are in free fall for quite a while mid match? Sure it's a flash animation, but would it be possible to implement such a thing?

That was done already in winmugen by syn I believe so it definitely
Should be possible here too


Hoping it could be implemented as option for stages instead of file patching all characters :D.

He's shown the stage transitions already so one
Created with a huge drop could give you some
Air combat.  I think its safe to say that anything
we want for a 2d fighting game would be possible
It will just be a new engine to learn for some of us.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.06.2017
Post by: Achilleon on June 28, 2017, 03:58:49 pm
What if we were to go for more complex stage transitions, like in MKvsSF3 where the stage is destroyed and the characters are in free fall for quite a while mid match? Sure it's a flash animation, but would it be possible to implement such a thing?

That was done already in winmugen by syn I believe so it definitely
Should be possible here too


Hoping it could be implemented as option for stages instead of file patching all characters :D.

He's shown the stage transitions already so one
Created with a huge drop could give you some
Air combat.  I think its safe to say that anything
we want for a 2d fighting game would be possible
It will just be a new engine to learn for some of us.


Hello everyone, don't forget the new update for 28.06.2017! Mr Lichtbringer does his best to update you all before I do but there is also one more extra video aswell.



I didn't bother responding a lot as developers got their answers from each other. What Mr Memo says is true. Since ground can be adjusted or have more than one ground in a stage now, doing "free fall fighting" is possible.

Other than that, the system update continues on. Hope to share with you all. ^-^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.06.2017
Post by: Lichtbringer on June 29, 2017, 09:03:52 pm
Oh youtube did not tell me that you made a new one.^^

Nice update by the way, the creators here will be able to made so many crazy stages with this.

But since we talk about stages right now I have a big Question. Some SNK games have unique stage effects that most other 2D Fighting Games don't have, for example things like water effects only on specific parts of the stage like on the KoF 94 Italy stage or the KoF 2000 Wharf Stage, or different running sounds on different parts of a stage etc.

Or the heat effect on Large Fire at Wadamoya Stage from Last Blade 2 (afaik only visible on the Original Neogeo version, the Dreamcast port and Emulators who have the option "NeoGeo Raster effects".

How hard would it be to create effects like that in your engine?

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.06.2017
Post by: Achilleon on July 08, 2017, 05:17:02 pm
Oh youtube did not tell me that you made a new one.^^

Nice update by the way, the creators here will be able to made so many crazy stages with this.

But since we talk about stages right now I have a big Question. Some SNK games have unique stage effects that most other 2D Fighting Games don't have, for example things like water effects only on specific parts of the stage like on the KoF 94 Italy stage or the KoF 2000 Wharf Stage, or different running sounds on different parts of a stage etc.

Or the heat effect on Large Fire at Wadamoya Stage from Last Blade 2 (afaik only visible on the Original Neogeo version, the Dreamcast port and Emulators who have the option "NeoGeo Raster effects".

How hard would it be to create effects like that in your engine?



Thank you for your kind words and sorry for the late "lazyassed" reply Lichtbringer. Been hard work with JNP related to hitdef and input system stuff.

Those stuff are called distortion and yes they are easy to do in Unreal (in any Engine they are doable I believe.) So yes, I will showcase these too. Remind me them later. :)
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.06.2017
Post by: Mugen3Anthony on July 24, 2017, 07:20:51 am
Any Update?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.06.2017
Post by: Achilleon on July 24, 2017, 02:16:59 pm
Any Update?

Working on coding stuff Anthony. Nothing visual to show so I am not talking about anything. I am still working day and night. :)
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.06.2017
Post by: -Ash- on July 24, 2017, 02:23:01 pm
Will this engine support netplay?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.06.2017
Post by: Achilleon on July 24, 2017, 02:24:33 pm
Will this engine support netplay?

Not in release. But it will be high priority after that if the support is massive (aka thousands of people coming to the Engine with Patreon support, so I can hire C++ programmers to help me develop the network).
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.06.2017
Post by: yaret on July 24, 2017, 03:27:37 pm
Will this engine support netplay?

Not in release. But it will be high priority after that if the support is massive (aka thousands of people coming to the Engine with Patreon support, so I can hire C++ programmers to help me develop the network).

will this work with Nintendo switch? you know nintendo switch runs with unreal. it would be cool to have a mugen fighting game on a switch
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.06.2017
Post by: Achilleon on July 24, 2017, 03:37:09 pm
Will this engine support netplay?

Not in release. But it will be high priority after that if the support is massive (aka thousands of people coming to the Engine with Patreon support, so I can hire C++ programmers to help me develop the network).

will this work with Nintendo switch? you know nintendo switch runs with unreal. it would be cool to have a mugen fighting game on a switch

There is nothing to stop you from developing for Switch. This "Engine" is a patch to Unreal 4 Engine so you are already using the engine with no restrictions. Though for now this is "Windows Only" on my side. Once I get support I will see if I can support PS4, Xbox etc.

I just don't want to create hype and go "you can develop on all platforms yay!!11one" as I can't test other stuff yet.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.06.2017
Post by: Odb718 on July 24, 2017, 07:03:21 pm
As a whole, consoles never support indie game developers that allow user made content. It's just how it is. Too many possibilities for problems with copywrites and console exploits.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.06.2017
Post by: Achilleon on July 24, 2017, 07:04:32 pm
As a whole, consoles never support indie game developers that allow user made content. It's just how it is. Too many possibilities for problems with copywrites and console exploits.

That is a known fact I believed so I didn't get in this matter but that's how it is. On the other hand, if you do your own content, you will be able to make money off of it so I didn't just say "No." ^_^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.06.2017
Post by: jenngra505 on October 12, 2017, 03:46:13 am

Achilleon has released a new video, this time about the Input System.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 17.11.2017
Post by: Achilleon on November 17, 2017, 09:15:24 pm
[youtube]https://www.youtube.com/watch?v=08u32BvC2Aw[/youtube]
Achilleon has released a new video, this time about the Input System.

Thanks for heads up Jenngra!

Hello everyone! Another 4 month period has passed without me updating the thread, but I don't tend to update it with every single new thing unless it's important. Anyhow, here are the 2 new videos! One is about the improved Input System (Because Justnopoint wanted.) and most importantly what we don't have, an Engine supported Assist System! Character swapping is on it's way!

Team Fight Progress 1/3 - Assisting



Always appreciate your support! Take care of yourselves! You better do. Or else.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 17.11.2017
Post by: GaziraAgain on November 19, 2017, 06:14:05 am
Good to see more progresses of your amazing engine! Thank you very much and see you soon.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 17.11.2017
Post by: Achilleon on November 19, 2017, 09:33:48 am
Good to see more progresses of your amazing engine! Thank you very much and see you soon.

Cheers mate!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 17.11.2017
Post by: Lichtbringer on November 19, 2017, 07:34:02 pm
Thats a realy nice Striker/assists feature you added there. ^.^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 17.11.2017
Post by: Feddi09 on November 28, 2017, 06:34:57 pm
Not sure how I feel about the reinforcement feature. Seems like it can be set up to have never ending matches. The Striker & Tag Team feature is dope though. Also how are you going to implement a player putting an enemy into a custom state?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 17.11.2017
Post by: Lichtbringer on November 28, 2017, 09:06:12 pm
Achilleon posted a new update, it's now possible to swap characters. ;D
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 17.11.2017
Post by: Hephaistos31 on November 28, 2017, 11:01:21 pm
You're building alone the future of Mugen.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 17.11.2017
Post by: Achilleon on November 29, 2017, 11:59:05 am
Achilleon posted a new update, it's now possible to swap characters. ;D
[youtube]https://www.youtube.com/watch?v=DmQM_uYwmHo&feature=push-u-sub&attr_tag=zyDWGklLKxctkv-5-6[/youtube]

Thanks for the heads up!

Not sure how I feel about the reinforcement feature. Seems like it can be set up to have never ending matches. The Striker & Tag Team feature is dope though. Also how are you going to implement a player putting an enemy into a custom state?

While you can call characters into game depending on how many slots are open in the same team, I agree that this can be abused. So there will be ways to completely shut those three systems (assist swap reinforcement) in options menu and such. Problems will be discussed later but for now I am just adding features, that's all.

EDIT: I just realized I didn't answer the "Custom State" question. That will be answered later visually. It will be beautiful, is all I can say. ^_^

You're building alone the future of Mugen.

Hardly alone with you guys around Mr Hephaistos! ^_^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 01.12.2017
Post by: Achilleon on December 01, 2017, 07:56:44 pm
Hello everyone! Just wanted to announce that I have a twitter account now, so I can tweet per 3 weeks instead of making videos! Easier!

https://twitter.com/Achilleon_UE4

Feel free to follow! Take care. ^-^
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 01.12.2017
Post by: Hephaistos31 on December 01, 2017, 08:19:17 pm
Followed! :)
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 01.12.2017
Post by: Uche_of_MFG on December 03, 2017, 01:36:24 am
Followed! :)

Ditto
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 01.12.2017
Post by: Mugen3Anthony on December 03, 2017, 06:59:27 am
Followed :)
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 01.12.2017
Post by: Feddi09 on December 05, 2017, 10:52:11 pm
Lastly is there a way you can implement a legit pause menu? I made a work around in M.U.G.E.N. with a pause menu and command menu but it would be easier if there was a simple template. Also a way to exit via pause menu. Many times when I play M.U.G.E.N. I play with a controller rather than a keyboard so pressing ESC is just tedious.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 01.12.2017
Post by: Lichtbringer on January 15, 2018, 05:07:57 pm
There is a New Vid by Achilleon:  Menu System 1/7 - Options

It shows what the Menu System can do right now, and how the 2D System is created in the 3D environment.  ;D

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 15.01.2018
Post by: Achilleon on January 15, 2018, 05:33:14 pm
Thanks for the update once again Lichtbringer!

Lastly is there a way you can implement a legit pause menu? I made a work around in M.U.G.E.N. with a pause menu and command menu but it would be easier if there was a simple template. Also a way to exit via pause menu. Many times when I play M.U.G.E.N. I play with a controller rather than a keyboard so pressing ESC is just tedious.

Hopefully we will get to these parts aswell. Let me finish/clean up the core parts first. There will be a time where I will hear everyone's concerns. :)

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 15.01.2018
Post by: Speedster on January 15, 2018, 07:52:01 pm
It keeps getting better every time. I don't know nothing about programming, sorry if it's a silly question or if someone already asked you but it's possible a network connection (player to player)?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 15.01.2018
Post by: GaziraAgain on January 16, 2018, 04:59:50 pm
Wow! Impresive options screen! Controls, resolution, volume, etc. It´s like a game! Good luck with the other parts of the system!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 15.01.2018
Post by: Mugen3Anthony on January 17, 2018, 01:38:56 am
@Achilleon: Keep it up. Good Job. Cheer
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 15.01.2018
Post by: Achilleon on January 17, 2018, 10:27:26 am
Thanks for the support everyone. ^_^

It keeps getting better every time. I don't know nothing about programming, sorry if it's a silly question or if someone already asked you but it's possible a network connection (player to player)?

Network won't be around for release. Main reason is I need big Patreon support to pay for engineers to develop the network part of it. So the more I am supported the faster that will arrive. It will still have the highest priority.

(Deleted spam posts)
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 15.01.2018
Post by: Lichtbringer on January 18, 2018, 03:51:11 pm
Forum Lag? xD
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 15.01.2018
Post by: Achilleon on January 18, 2018, 03:52:00 pm
Forum Lag? xD

Definitely! I am not a bot I swear! :P
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 15.01.2018
Post by: Mugen3Anthony on February 09, 2018, 08:48:06 pm
Any update?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 15.01.2018
Post by: Lichtbringer on February 10, 2018, 01:15:00 am
Any update?

Nothing Big, only smal stuff on his Twitter, he will probalby post when he makes a bigger update.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 15.01.2018
Post by: Mugen3Anthony on February 10, 2018, 06:44:20 pm
Any update?

Nothing Big, only smal stuff on his Twitter, he will probalby post when he makes a bigger update.

Oh ok alright. I get it
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 15.01.2018
Post by: Lichtbringer on April 24, 2018, 08:38:41 pm
After a long time here is another update Video from Achilleon.

It shows the current progress one the Versus Menu and Select Screen.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 15.01.2018
Post by: DarkWolf13 on April 26, 2018, 01:24:40 am
This looks real promising and the progress is coming along smoothly I see. I can't wait to the day I can test this out.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 15.01.2018
Post by: Trololo on April 26, 2018, 04:37:49 am
Wow.... Just WOW...
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 19.07.2018
Post by: Achilleon on July 19, 2018, 06:59:04 pm
---------- Update: 19.07.2018 ----------

Sorry for the long time no update friends. Didn't think the first update was worthy to mention so I am posting two at the same time. ^_^ We are soon done with the Versus Mode, at least for now!




Thanks once again for Lichtbringer to keep the topic up when it's needed!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 19.07.2018
Post by: Odb718 on July 20, 2018, 12:22:13 am
Can you actually have 16 controllers??
It seems like you'd NEED 16 default palettes too. 4v4v4v4 and they're all Ken, they all need to be different colors.

Your Slot System seems a tiny bit like the Ratio System from Capcom vs Snk. I am 100% for this. I'd like it if it went even further to mimic it by coloring the life bars differently depending on the strength the character is. 
Spoiler, click to toggle visibilty
One thing I just thought up would be a combination of Slot and Tier. If you have a max of 4 points, Evil Ken could take 3. So you could select a level 1 character too.

One thing that I'd love to see is to rename the Presets. I'd like the option to put them in a Main Menu.
If you could create a name instantly from the selected presets that'd be amazing. Just some examples
1 vs 1   <<<Regular versus
1 vs 1 Tier 2 Mode <<<Versus limited to tier 2
3 Teams 3 vs 3 Swap Assist Mode <<< 9 characters 3 players Turns
1 Team Coop 2 vs 4 Mode  <<< 2 players vs 4 AI
2 Teams 2 vs 2  Mode  <<< 2 players vs with 1 AI each  <<<Mugen has this.


Arcade, Vs, Team Arcade, Team Vs, Team 2p are great modes. I'm so glad you expanded on it!! I WANT 4 CONTROLLERS SO BAD!!!!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 19.07.2018
Post by: Achilleon on July 20, 2018, 10:36:44 am
Can you actually have 16 controllers??

Limiting it at 4 now, could increase it to 6 but don't want to go crazy just now. ^^'

Quote
It seems like you'd NEED 16 default palettes too. 4v4v4v4 and they're all Ken, they all need to be different colors.

If someone uses the template to its full potential, yes. But before the release, the last system I will make is about how to downgrade the system to a point where you get to have a Street Fighter 2. Which means as long as you create your own game, you will be able to get away with 2 palettes if you want to do so.

Quote
Your Slot System seems a tiny bit like the Ratio System from Capcom vs Snk. I am 100% for this. I'd like it if it went even further to mimic it by coloring the life bars differently depending on the strength the character is.

That's what I copied. Players can have their Lifebars completely different than others, I just didn't showcase it yet. We will get to visual representations after we are done with the core parts. For example Demon Ken will have a lifebar with skulls on it etc.
 
Spoiler, click to toggle visibilty

I am kinda unsure if such complexity is needed. Slot system already does this. Just because I won't do it, doesn't mean it's not possible. You will see that since everything is open source with detailed explanations on how I did them, all kind of system adjustments are possible.

Quote
One thing I just thought up would be a combination of Slot and Tier. If you have a max of 4 points, Evil Ken could take 3. So you could select a level 1 character too.

You can combine them. I just didn't showcase two of them being on at the same time.

Quote
One thing that I'd love to see is to rename the Presets. I'd like the option to put them in a Main Menu.
That part is bothering me as well. I just need to implement a keyboard system so you can name them yourself, rather than expecting the system to give it a name.

Quote
Arcade, Vs, Team Arcade, Team Vs, Team 2p are great modes. I'm so glad you expanded on it!

I am not planning to leave anything good Mugen did behind. I am sure you will love the stuff I plan for Arcade mode.

Thanks for the support. ^_^

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 19.07.2018
Post by: Uche_of_MFG on July 20, 2018, 03:43:44 pm
That is just crazy!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 19.07.2018
Post by: Lichtbringer on July 27, 2018, 11:05:58 pm
Here is another quick update by Achilleon: Team Game Mode

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 19.07.2018
Post by: C.v.s The Abstract on July 27, 2018, 11:13:37 pm
NICE WORK DUDE!!!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 19.07.2018
Post by: R565 on July 27, 2018, 11:51:04 pm
Man, I can't wait to see what you do with arcade mode, I bet at this point you will put even more than what MUGEN did with it.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.07.2018
Post by: ShinSamus on August 04, 2018, 10:23:17 am
This is looking absolutely amazing!! I can't wait to see how this goes... thank you for sharing your project with us!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.07.2018
Post by: The Street Fighter on August 04, 2018, 09:20:57 pm
Wow, this is incredible! I'm having a nerdgasm over here!

- Unlockable content!? HELL YEAH.
- Mutliple characters in one slot? AWESOME.
- Costumes & Colour choices? Pretty dope!
- Pause, with controll changes and other options? Mugen's dead bro!

Seriously, this is beyond impressive, I'm really ecstatic for this!
I hope it will be easily configurated once it's released, so that a newbie like me could easily pick it up and play!
Also, it might have been answered a long time ago, but is this a template, or a full game in mind?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.07.2018
Post by: O Ilusionista on August 04, 2018, 09:27:01 pm
Really impressive work.
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.07.2018
Post by: DarkWolf13 on August 05, 2018, 04:30:50 am
This progress is giving me serious MvC2 vibes here. This is starting to rock my heart like mad. I cannot wait to see more progress from you, man. Keep it up!
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.07.2018
Post by: Achilleon on August 17, 2018, 10:08:43 am
Thank you everyone for your support! ^_^

Also, it might have been answered a long time ago, but is this a template, or a full game in mind?

Template, fully customizable. :)

Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.07.2018
Post by: Uche_of_MFG on August 17, 2018, 08:24:26 pm
M.U.G.E.N. creators will most likely thank you for your contribution. By the way, are you working alone?
Title: Re: PROJECT: Unreal Fighter 2D Unreal 4 Meets Mugen! Update: 28.07.2018
Post by: Achilleon on August 17, 2018, 09:16:18 pm
M.U.G.E.N. creators will most likely thank you for your contribution. By the way, are you working alone?

Cheers mate. Yes I work alone. I pay some coders when i need complex stuff. But thats very rare.