[State -2, var51 counts the fight time]Leaving that to run in ther background infinitely will add one unnecesary process, and it's not really needed after it exceeds 2. Limiting it by trigger1=var(51)<3 should be enough.
type = VarAdd
trigger1 = 1
v = 51
value = 1
Pretty interesting idea.Now you'll be able to include Hotaru's special stage intro in her... and you'll have to modify the palettes. :D
You can download the above example, where I did KFM climb up the net in the back of Vega's spain stage from ssf2.
http://www.brunazo.eng.br/vandre/stagechar.zip
Leaving that to run in ther background infinitely will add one unnecesary process, and it's not really needed after it exceeds 2. Limiting it by trigger1=var(51)<3 should be enough.In the example, this var is used again to know when it is the right time to reproduce the falling net sound. Since all stage events are time-based, you would need this in most of the time. If you are specifically not using it, then you can stop it, but I think it is better to leave it this way as a starting point for everyone.
A centralized topic in one forum would be the best. Otherwise someone needs to go back and forth to make the list is always updated. Not the biggest problem, but something to keep in mind. This is probably the better solution as I don't see too many would use it.hmm, this is where I wanted the discussion to come to. My first idea was to do it based on the creator. For example, the creator chooses a number, say 432, and then we would use from 432000 to 432999 for his stages, I doubt no one would use more then 1000 IDs, but if you do just get another one.
If too many use it, it would be best to start coming up with standards on a per game basis. 2025-2045 are for backgrounds in SFZ2, for example.
the stage interactions the readme entailed wouldn't work with the mugen install I commonly use...but they did work with a clean install of mugen...there is something wrong then, it should work on every version of mugen, you only need the character and the stage together. Did you overrided the common.cns or something? Maybe you just picked the wrong KFM =P
I am still not sure which one would be better..Assign each game a group of a thousand and every creator posts for space in that group. Original backgrounds have their own group of ten thousand. :|
Assign each game a group of a thousand and every creator posts for space in that group. Original backgrounds have their own group of ten thousand. :|But this wouldn't it take out the advantage of dividing by games? Because this way every stage would have different IDs either way, so you would need to search for every ID for that stage type when you make your character. It's the same when having unique IDs for each single stage.
the stage interactions the readme entailed wouldn't work with the mugen install I commonly use...but they did work with a clean install of mugen...there is something wrong then, it should work on every version of mugen, you only need the character and the stage together. Did you overrided the common.cns or something? Maybe you just picked the wrong KFM =P
Game wise would be easier to reference. I am making character X from game Y and want him to be compatible with all stages from game Y.hmm, good point, that way you would be able to use game only triggers at least..
An idea that came to mind for the association of games with stages was to convert their names/acronyms to number through l33tHeh, good to see I'm not the only one who uses 1337-5p34k to choose arbitrary numbers in Mugen code. :)
I suspect it might occasionally cause some problems with some characters, due to the characters not being where they expect to be for one tickyea, I thought about this, but I consider that much like a bug on the character, I think you shouldnt move the screen in your intro pose because that could also affect the enemy intro pose. So I don't mind much about this one, but it is an issue indeed.
or due to one of the characters freezing the stage as soon as the round starts, but probably not often.I am not sure what you mean with this one, how can the character freeze the stage but not the enemy? If a pause controller is used than the enemy's variables would freeze too, so it shouldn't be problem. I don't get what your saying ^^
It might be good to also make the characters check whether their opponents and partners are compatible with the stageif you take a look inside my example, you'll see that I used isHomeTeam to avoid conflict when simulating the crashing net sound. This would be particularlly perfect for arcade where you usually set one stage for each character, if a character is set for it's home stage, like: ryu,stages/ryustage.def
If anyone volunteers to modify any of their characters to be compatible, I'll go ahead and make patches for my Charlotte, Gen-An, Cammy, and/or Shrine stages (if I can find the time). But I'd rather wait for confirmation that at least one character will use this before I bother.Sure, please do that, I want to make my characters (old ones and upcomming ones) compatible with the most stages I can. I also intend to update all of my own stages with this method, and a brief information on how to use each one.
So I think it would be perfect to make it per game, with 10,000 IDs each game. Now we need to choose each ID, I think 10,000 to 19,999 could be ssf2 and 10,001 is my Vega stage =)It would be wise to use IDs in the 100,000+ range(outside of MCM anim range) so that we could use anims that mirror their stage IDs. This would be used to detect player compatibility with stages.
I'll update the 1st post... ok, start posting your stage IDs here so I can update the list =) should do fine for now..
It would be wise to use IDs in the 100,000+ range(outside of MCM anim range) so that we could use anims that mirror their stage IDs. This would be used to detect player compatibility with stages.But wouldn't that possibly conflict with other methods of using anims to tell char type? To avoid this kind of conflict it would be necessary to limit the range of stage numbers, which doesn't sounds like a good idea.
I do prefer the way that Chon Wang done in his Subzero interacting with my Sub's Cave.That makes no sense, ChonWang used the arcade match number to detect the stage. It only works on full games and even so it doesn't allow you to change the order of the stages in story mode, you need to used fixed stages. There is no advantage on it.
To avoid this kind of conflict it would be necessary to limit the range of stage numbers, which doesn't sounds like a good idea.Why not? This way the numbers coincide.
But wouldn't that possibly conflict with other methods of using anims to tell char type?Who uses anims over 99,999? If nobody does, we are okay.
Some suggestions:
- Creators can include in their stages a standard fightfx.sff with the sprites that could include graphic effects like water, bombs, etcetera...
- Neogeo games have a unique ID, which can be used to classify NG games. For example, KOF97 has an ID=232, so we can use the ID of 232xxxx for every stage from that game. There are 10000 possible variations, which gives enough room for alternate versions
- Non neogeo games need to define their IDs, but I suggest that we can set a standard using the rom name (parent) and replacing letters by numbers (as in a dial phone), in a way as Loona suggested. For example, SSF2 (romname ssf2.zip) can be converted to ID= 7732xxxx (S=7, F=3, 2=2)
Some suggestions:
- Creators can include in their stages a standard fightfx.sff with the sprites that could include graphic effects like water, bombs, etcetera...
Might as well just provide the PCX files, the text file to feed to SPRmaker and a fightfx.air or whatever's the name of the file that usually defines those animations - that'd make it simpler to update your own fightfx if you're using several different stages that take advantage of this...
Quote- Neogeo games have a unique ID, which can be used to classify NG games. For example, KOF97 has an ID=232, so we can use the ID of 232xxxx for every stage from that game. There are 10000 possible variations, which gives enough room for alternate versions
I think this also applies to GBA games... if it applied to other consoles like Megadrive/Genesis it'd be excellent, as there could be a number code for the console, one for the game and one for the stage... But then again, we'd still need a considerable number range for original and edited stages...
Quote- Non neogeo games need to define their IDs, but I suggest that we can set a standard using the rom name (parent) and replacing letters by numbers (as in a dial phone), in a way as Loona suggested. For example, SSF2 (romname ssf2.zip) can be converted to ID= 7732xxxx (S=7, F=3, 2=2)
The dial method seems unreliable - Final Fight and Double Dragon would have the same code, for example (D=3=F)...
Why not? This way the numbers coincide.No one may use an anim over 99,999 today, but what if someday someone want to use one of them to tell char type as in KFM's thread?
[...]
Who uses anims over 99,999? If nobody does, we are okay.
this is great news.. where those the numbers came from? How can someone quickly check that?- Neogeo games have a unique ID, which can be used to classify NG games. For example, KOF97 has an ID=232, so we can use the ID of 232xxxx for every stage from that game. There are 10000 possible variations, which gives enough room for alternate versionsI think this also applies to GBA games... if it applied to other consoles like Megadrive/Genesis it'd be excellent, as there could be a number code for the console, one for the game and one for the stage... But then again, we'd still need a considerable number range for original and edited stages...
- Non neogeo games need to define their IDs, but I suggest that we can set a standard using the rom name (parent) and replacing letters by numbers (as in a dial phone), in a way as Loona suggested. For example, SSF2 (romname ssf2.zip) can be converted to ID= 7732xxxx (S=7, F=3, 2=2)Isn't there any other way of using the mame game list? Like ordering the games by date?
No one may use an anim over 99,999 today, but what if someday someone want to use one of them to tell char type as in KFM's thread?If someone wants to choose numbers that already exist for something else, that is their fault. We really can't do anything to prevent it.
New games will come, new ideas may came for using more stage IDs. What will you do with the stage limit then? Im not saying it is not possible. It's just that this should be considered before deciding anything.
Isn't there any other way of using the mame game list? Like ordering the games by date?
Like messatsu said, it would be unique. For example, if you have this games:Isn't there any other way of using the mame game list? Like ordering the games by date?
date??? :o Care to develop why do you want to group games by date??? It's pretty useless imo
If you make a stage with an ID number, please post it here so do list can be updated.
This will no longer work in the latest version's of mugen as the Zaxis parameter has been removed.For the record, for anyone who wonders about that
We scrubbed that logic a while back without realizing people were using it as a way to interact with stages, but we might do something about backwards compatibility after we add a proper mechanism for determining which stage a character is on.