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Death Animation/ Screen Bound issue

 May 16, 2010, 03:13:50 am View in topic context
avatar  Posted by Count Monte  in Death Animation/ Screen Bound issue (Started by Count Monte May 16, 2010, 03:13:50 am
 Board: M.U.G.E.N Development Help

If a character dies and falls off-screen, is there a way to make it so the camera follows or they don't leave the screen?  Specifically:   I made a custom anim of someone's head exploding in the 5150 state, but every time they 'die' their body falls so that you can only see their legs and the rest is off-screen.
    

Re: Sidescrolling Template for MUGEN

 May 15, 2010, 04:30:26 am View in topic context
avatar  Posted by Count Monte  in Sidescrolling Template for MUGEN **UPDATED** (Started by Count Monte May 14, 2010, 10:54:32 pm
 Board: Your Releases, older Mugen

The one cool thing about this is that it can add some variety to a MUGEN game.  So in a regular MUGEN game you can toss in a sidescrolling level to mix things up.

Also, instead of having to create a 'hero' you can just use the thousands of existing MUGEN chars already, which have many more moves than BOR chars usually have.

But ultimately, it's up to what the MUGEN community creates with it as to whether it'll open up new fun gaming avenues.
    

Sidescrolling Template for MUGEN **UPDATED**

 May 14, 2010, 10:54:32 pm View in topic context
avatar  Posted by Count Monte  in Sidescrolling Template for MUGEN **UPDATED** (Started by Count Monte May 14, 2010, 10:54:32 pm
 Board: Your Releases, older Mugen

***UPATE 5-19  ADDED FANTASY STAGE AND CHAR***
DOWNLOAD NEW D&D STAGE HERE:  http://www.mediafire.com/?m1jdyzwn35i
DOWNLOAD D&D CREATURES HERE:   http://www.mediafire.com/?gtzzwmmhadz
You must use the stage with the character for it to work (make the fantasy creatures as player 2)
NEW D&D  VIDEO:  http://www.youtube.com/watch?v=Uot5CzxXqfg




I wanted to be able to play sidescroller beat 'em up type levels on MUGEN, so I put together a template that will allow anyone to make their own sidescrolling games or levels.  I figured since I'm familiar with MUGEN, I didn't want to learn a whole new engine (BOR) to make sidescrollers.

So I'm using code from both the Mario sidescrolling level by Bane84 and the Mad Gear Gang  helpers char by Sugio and combining it together to create the template.  Also thanks to BonusJZ for the Night Slashers sprites, SeanAltly and numerous other creators for the helper sprites.

It consists of a stage and a character, and you need both for it to work.  The stage can be edited to be as wide as you want.  You simply swap out the backgrounds and add sprites as you would to any normal stage.  There is an invisible trigger at the end of the stage that when you touch it, the level ends and you win.

The character needs to be set as player 2.  It will let you spawn enemies anywhere you want on the stage, and also give each enemy however much health you want.  It comes with about 8-10 different types of helpers, who have different types of attacks.  You can simply swap the sprites to make the enemies whatever you want them to be.  And of course, you can add more moves/animations/attacks to them as you would to any character if you want.

There's also the ability to put a box/chest that if you break it open spawns an item that will restore some of your health if you pick it up.  Again, you can just swap the sprites and make it look like whatever you want.

With this template, you can throw in a sidescrolling level within a MUGEN game, or even make an entire game that is a pure sidescroller.  An updated Final Fight using CVS2 sprites?  A Mortal Kombat sidescroller?  It's up to you.

Here's 3 examples of the types of games you could make on this:


D&D Sidescroller:  http://www.youtube.com/watch?v=6RkcmEt-BMc#

Enter the Dragon Sidescroller:  http://www.youtube.com/watch?v=lmNTG0NGYPc#

GI JOE sidescroller: http://www.youtube.com/watch?v=4d3xU-tI410
Here's the link to DOWNLOAD the CHAR and STAGE:

STAGE LINK:  http://www.mediafire.com/?ofzjikkwmqv

CHARACTER LINK (make sure this is player 2):  http://www.mediafire.com/?thdzdo2enyy


Remember, these are templates.  There's lots of room for improvements.  The bad guys can have as many animations and attacks as you want... just like regular helpers.  You can simply swap the sprites on the stage and characters if you want to make something playable, but the talented creators will hopefully make some really special levels and games.  I'm just getting the ball rolling...



    

Re: Sidescroller

 April 29, 2010, 10:53:56 pm View in topic context
avatar  Posted by Count Monte  in Sidescroller  (Started by Count Monte April 29, 2010, 10:25:08 pm
 Board: Projects

You can't throw, so don't worry about required sprites.  You can walk either direction, but if an enemy is close then you can block instead.
    

Sidescroller

 April 29, 2010, 10:25:08 pm View in topic context
avatar  Posted by Count Monte  in Sidescroller  (Started by Count Monte April 29, 2010, 10:25:08 pm
 Board: Projects

I wanted to be able to play sidescroller beat 'em up type levels on MUGEN, so I'm putting together a template that will allow anyone to make their own sidescrolling games or levels.  I figured since I'm familiar with MUGEN, I didn't want to learn a whole new engine (BOR) to make sidescrollers.

So I'm using code from both the Mario sidescrolling level and the Mad Gear Gang  helpers char and combining it together to create the template.

It consists of a stage and a character, and you need both for it to work.  The stage can be edited to be as wide as you want.  You simply swap out the backgrounds and add sprites as you would to any normal stage.  There is an invisible trigger at the end of the stage that when you touch it, the level ends and you win.

The character needs to be set as player 2.  It will let you spawn enemies anywhere you want on the stage, and also give each enemy however much health you want.  It comes with about 8-10 different types of helpers, who have different types of attacks.  You can simply swap the sprites to make the enemies whatever you want them to be.  And of course, you can add more moves/animations/attacks to them as you would to any character if you want.

There's also the ability to put a box/chest that if you break it open spawns an item that will restore some of your health if you pick it up.  Again, you can just swap the sprites and make it look like whatever you want.

With this template, you can throw in a sidescrolling level within a MUGEN game, or even make an entire game that is a pure sidescroller.  An updated Final Fight using CVS2 sprites?  A Mortal Kombat sidescroller?  It's up to you.

Here's 3 examples of the types of games you could make on this:


D&D Sidescroller:  http://www.youtube.com/watch?v=6RkcmEt-BMc

Enter the Dragon Sidescroller:  http://www.youtube.com/watch?v=lmNTG0NGYPc

GI JOE sidescroller:  http://www.youtube.com/watch?v=Bod-4v6PdqE









    

Need help with a Trigger

 April 28, 2010, 06:07:54 pm View in topic context
avatar  Posted by Count Monte  in Need help with a Trigger (Started by Count Monte April 28, 2010, 06:07:54 pm
 Board: M.U.G.E.N Development Help

I'm making a side-scroller level/character.  The exit is an invisible projectile that spawns at the end of the level, and when you touch it it ends the round.  The problem I'm having is that there's a helper I have guarding the area, so I'd like to make it so the exit spawns only AFTER you kill the helper.

Here's the code that is spawning the exit.  What Trigger should I addto tell to only spawn AFTER the helper is dead??  (I've tried saying trigger1 = NumHelper(xx) = 0 already, and it doesn't spawn after you kill the helper).  Any help would be great!


[State 800095, ExitP2StateSet]
type = Projectile
trigger1 = enemyNear,Pos X-Pos X = [11690,11700]
trigger1 = enemyNear,StateNo != [1600,1603]
attr = S,NT
hitflag = MA-
priority = 5, Miss
damage = 0,0
sparkno = -1
p2stateno = 1600
kill = 0
projanim = 6
projremovetime = 1
postype = p2
numhits = 0
    

Re: Helper health

 April 24, 2010, 03:48:53 am View in topic context
avatar  Posted by Count Monte  in Helper health (Started by Count Monte April 22, 2010, 11:25:04 pm
 Board: M.U.G.E.N Development Help

Thanks, that should help (hopefully!!)  Much appreciated
    

Re: Helper health

 April 23, 2010, 01:48:55 am View in topic context
avatar  Posted by Count Monte  in Helper health (Started by Count Monte April 22, 2010, 11:25:04 pm
 Board: M.U.G.E.N Development Help

Yep, I'm using older MUGEN.  I know I control the helper's life with variables.  Here's the problem -- all the other helpers in the character share the total life.  So each one's spawn state says:

[State 1200, 0]
type = LifeSet
trigger1 = Life > parent,Var(0)
value = parent,Var(0)

They each take about 2 jabs, or one strong hit to kill.

So for the Boss I'd like to give him his own 1000 health let's say.  I've tried putting this in his statedef:


[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(11) = 0

State -2, Varadd]
type = VarAdd
trigger1 = var(11) <= 0
var(11) = 1000

[State 2010, 25]
type = LifeSet
trigger1 = Life > parent,Var(11)
value = 1000;parent, Var(11)


All that does is make the helper invulnerable to damage.  What am I doing wrong?  So frustrated...
    

Helper health

 April 22, 2010, 11:25:04 pm View in topic context
avatar  Posted by Count Monte  in Helper health (Started by Count Monte April 22, 2010, 11:25:04 pm
 Board: M.U.G.E.N Development Help

When you have a character that consists of multiple helpers (Mad Gear for example), and you want to give one of the helpers extra health so they are more of a boss char, what's the best way to do it?

Either the helper is dying in one hit, or he won't die at all -- I can't seem to get a lifeset # to work.
    

Re: Goah - Golden Axe 2

 April 19, 2010, 09:39:46 am View in topic context
avatar  Posted by Count Monte  in Goah - Golden Axe 2 (Started by Count Monte April 17, 2010, 06:03:01 am
 Board: Your Releases, older Mugen

Thanks for the testing feedback, I will add it to the list - I think I'll end up tweaking several characters and just release the updates all at once.
    

Re: Goah - Golden Axe 2

 April 18, 2010, 02:49:15 am View in topic context
avatar  Posted by Count Monte  in Goah - Golden Axe 2 (Started by Count Monte April 17, 2010, 06:03:01 am
 Board: Your Releases, older Mugen

I think someone MUGANIZED Stern already, check Old School MUGEN's site.  I'd love to have Trix as well, but the problem for me is ripping and cleaning the sprites.  I was hellbent on getting Dora, so I actually took the time to rip and painstakingly clean all her sprites - using Animget and Gimp, but then having to manually remove a lot of pixels in Fighter Factory.  So I'm probably not inclined to do that again...

Goah luckily had a sprite sheet, so he was a lot easier to work with.
    

Re: Goah - Golden Axe 2

 April 18, 2010, 01:54:26 am View in topic context
avatar  Posted by Count Monte  in Goah - Golden Axe 2 (Started by Count Monte April 17, 2010, 06:03:01 am
 Board: Your Releases, older Mugen

Yeah, and honestly it's all debatable.  The way I see it is that there are two parallel universes -- the Arcade Golden Axe and the home system Golden Axe.  So Golden Axe 1 is the same for both of them, but Revenge of Death Adder is the Arcade's Golden Axe 2.

I was so disappointed when I thought that was what I was getting for Genesis when I bought Golden Axe 2, and realized it was just a rehash of Golden Axe 1.  I think they couldn't do the 32 bit graphics on the Genesis, so they couldn't port it over.

But honestly, Revenge of Death Adder was so much more creative -- just look at the main characters compared to Golden Axe 1.  In my mind, it's the only TRUE sequel.  I wish they had brought these characters into Golden Axe:  The Duel as well.  I'd love to see an Xbox/PS3 game that includes ALL the Golden Axe games on one disc.
    

Re: Goah - Golden Axe 2

 April 17, 2010, 06:15:53 pm View in topic context
avatar  Posted by Count Monte  in Goah - Golden Axe 2 (Started by Count Monte April 17, 2010, 06:03:01 am
 Board: Your Releases, older Mugen

Great suggestions, thank you for the feedback.

Max, you're right he's aligned a bit too high.  I'm not sure what to improve when Gillius is launched from his back -- that move doesn't actually exist in the original game.  Gillius never leaves his back, except for a cut scene at the very end, which is where the sprites came from.  I always wanted to have Gillius be able to attack, and thanks to MUGEN could finally fulfill that wish!  So, the thing is that I don't have any other sprites with Gillius off his back, and he needs to be in that pose long enough to give Gillius time to return.  I'm totally open to suggestion though -- I know Gillius could be erased off some of his other sprites, but not sure what the animation would be.

I believe I found the stage either at Old School Mugen, or by googling Golden Axe stage Mugen.  My memory isn't what it used to be...
    

Goah - Golden Axe 2

 April 17, 2010, 06:03:01 am View in topic context
avatar  Posted by Count Monte  in Goah - Golden Axe 2 (Started by Count Monte April 17, 2010, 06:03:01 am
 Board: Your Releases, older Mugen

    

Re: Dora the Centaur - Golden Axe

 April 16, 2010, 04:19:56 am View in topic context
avatar  Posted by Count Monte  in Dora the Centaur - Golden Axe (Started by Count Monte April 14, 2010, 12:04:21 am
 Board: Your Releases, older Mugen

It's a MUGEN stage -- I forget where I found it, try checking Old School Mugen.
    

Re: Dora the Centaur - Golden Axe

 April 16, 2010, 03:45:21 am View in topic context
avatar  Posted by Count Monte  in Dora the Centaur - Golden Axe (Started by Count Monte April 14, 2010, 12:04:21 am
 Board: Your Releases, older Mugen

Yes, I know, I know... I've been making lists of all the fixes needed for my recent releases.  I promise they will all be addressed.  Some already have been, some are in the works. 

It takes more energy and effort to rip sprites and start new chars, so I've been doing that while the enthusiasm has struck. 
    

Re: Dora the Centaur - Golden Axe

 April 16, 2010, 01:20:45 am View in topic context
avatar  Posted by Count Monte  in Dora the Centaur - Golden Axe (Started by Count Monte April 14, 2010, 12:04:21 am
 Board: Your Releases, older Mugen

Yeah, the problem is that there aren't enough poses to cover all of Dora's moves -- including the get hits  etc.  It's too bad, those sprites would look great.  Maybe someone with more spriting talent than I have could make it work. 
I'm also hoping that kiwi finally has enough time to finish spriting at some point.
    

Re: Dora the Centaur - Golden Axe

 April 14, 2010, 07:06:59 pm View in topic context
avatar  Posted by Count Monte  in Dora the Centaur - Golden Axe (Started by Count Monte April 14, 2010, 12:04:21 am
 Board: Your Releases, older Mugen

I went ahead and made a version of Dora that is basically a straight port from Golden Axe: The Revenge of Death Adder for those of you who want to put her in Old School MUGEN.  For the first time in history, she can interact with characters from Golden Axe 1 and Golden Axe 3 if that sort of thing makes you happy.





DOWNLOAD Old School Dora Here:

http://www.mediafire.com/?nm3e0tyymwi
    

Re: Dora the Centaur - Golden Axe

 April 14, 2010, 07:01:10 pm View in topic context
avatar  Posted by Count Monte  in Dora the Centaur - Golden Axe (Started by Count Monte April 12, 2010, 01:17:31 pm
 Board: Projects

I've done some basic spriting, like adding afro's to a second character, adding a sword etc. 
For this one, there was no standing pose or animation only the walking gif, so I sprited her standing pose and animated it.

But I don't have the proper skills to make a whole character this way, which is why I ripped her Golden Axe sprites and then tried to mesh them with kiwi's.  Horses are just too hard for me to sprite from scratch.

But I did give her all her moves and sound FX, like I said if you download her from the releases section you'll see the progress.  I released her now because any follow up won't be for a long, long time.
    

Re: Dora the Centaur - Golden Axe

 April 14, 2010, 08:18:50 am View in topic context
avatar  Posted by Count Monte  in Dora the Centaur - Golden Axe (Started by Count Monte April 14, 2010, 12:04:21 am
 Board: Your Releases, older Mugen

The sprites from Golden Axe 2 are pixilated like that.  I had to paste them on top of the gif so that the horse bodies would match.  If you take the time to download the character and see it in motion, you'll understand why.  I'm not saying it's perfect, but as I stated, it's the best I was able to do.