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full game development questions (Read 5524 times)

Started by Memo, July 15, 2014, 07:34:41 pm
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full game development questions
#1  July 15, 2014, 07:34:41 pm
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I got a couple questions about full game developing.

1St. Can i have a statedef -1 & -2 section inside
Of the common1.cns AND in my characters cns file?

Reason i ask is because theres alot of stuff my chars
Share and a couple of things that are character specific.
I would like to have everything inside of common1 so
Its easier and faster to add stuff to my whole roster and to
Save up file space.

2Nd. I created a custom vs screen, intro and winpose states
That are unskippable, i read in rednavis tutorial that you can use
Variables to remove the player control completely during these states,  because at the moment the vs screen is skippable IF
You button mashing like hell,  the player has ctrl for 1 tick in the begining and if you hit it right on time it skips.
Where can i insert these variables? In state 5900 or in the vs state
It self?

3Rd. Anybody got the KOFNC system file rednavi posted way back?  The links are dead and i would like to check it out to figure
Out some of the work arounds he created.

Thanks in advance for any help!

Re: full game development questions
#2  July 15, 2014, 07:44:32 pm
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I got a couple questions about full game developing.

1St. Can i have a statedef -1 & -2 section inside
Of the common1.cns AND in my characters cns file?

Reason i ask is because theres alot of stuff my chars
Share and a couple of things that are character specific.
I would like to have everything inside of common1 so
Its easier and faster to add stuff to my whole roster and to
Save up file space.

2Nd. I created a custom vs screen, intro and winpose states
That are unskippable, i read in rednavis tutorial that you can use
Variables to remove the player control completely during these states,  because at the moment the vs screen is skippable IF
You button mashing like hell,  the player has ctrl for 1 tick in the begining and if you hit it right on time it skips.
Where can i insert these variables? In state 5900 or in the vs state
It self?

3Rd. Anybody got the KOFNC system file rednavi posted way back?  The links are dead and i would like to check it out to figure
Out some of the work arounds he created.

Thanks in advance for any help!



1.) It's either one or the other. If you define the same states local to your character, that are defined in the common1.cns, the local counterparts will take precedence. It's called overriding. I'm doing the same thing so I know what you mean. What I'm doing is using -3 for character-specific things and -2 for the globals. I think it's a better idea to leave -1 in the CMD file though.

Sorry, I don't have answers for the others. For number 2, it's not clear what variables you're talking about as I've never heard of any way. Also, for skipping the screen, it's not based on player ctrl. Even if you can't control your character, the inputs will still be accepted by the engine and therefore skip your the screen.

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Re: full game development questions
#3  July 15, 2014, 07:52:38 pm
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Thats a good idea for the first question i could do that.
 
Red navi said in his tutorial that its possible to make the
Intro state completely unskippable since everything is happening
In roundstate 2 but with the use of universal variables.
I got everything coded out i just need to find out what state i should
Put the variables in.

I hope he comes in here and explains it a little better.
Re: full game development questions
#4  July 15, 2014, 07:56:06 pm
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No problem. I'd be interested in that too. Maybe if we call him 3 times he'll show? XD

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Re: full game development questions
#5  July 15, 2014, 08:02:41 pm
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No problem. I'd be interested in that too. Maybe if we call him 3 times he'll show? XD

I dont know about that,  i think he would only show face
If hes interested. 

Im gonna post a tutorial soon on how i created my custom
Vs,  intro and winpose states soon with a sample download
Of my mugen so you guys could mess around with it and
Do the same if you want.  Its currently about 500mb so it
Will only have mabey 1 or 2 characters and 1 stage so its a
Small size download.
Re: full game development questions
#6  July 15, 2014, 08:22:16 pm
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I dont know about that,  i think he would only show face
If hes interested. 

Im gonna post a tutorial soon on how i created my custom
Vs,  intro and winpose states soon with a sample download
Of my mugen so you guys could mess around with it and
Do the same if you want.  Its currently about 500mb so it
Will only have mabey 1 or 2 characters and 1 stage so its a
Small size download.


Yeah... I have a dry sense of humor...

Anyways, yeah that sounds good. I'm sure many will be interested in that too.

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Re: full game development questions
#7  July 15, 2014, 11:00:28 pm
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Another question,  mugens round states
1-4,  what is what pretty much. I know round
State 2 is the active fighting state but what
Are the others?
Re: full game development questions
#8  July 15, 2014, 11:11:49 pm
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It's 0-4 actually.

From the Docs:
Quote
0: Pre-intro - screen fades in 1: Intro 2: Fight - players do battle 3: Pre-over - just a round is won or lost 4: Over - win poses

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Re: full game development questions
#9  July 15, 2014, 11:25:15 pm
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It's 0-4 actually.

From the Docs:
Quote
0: Pre-intro - screen fades in 1: Intro 2: Fight - players do battle 3: Pre-over - just a round is won or lost 4: Over - win poses

Thanks for the info i didnt even know there
Was a roundstate 0,  that might be the state
I need my characters to lose control in
Re: full game development questions
#10  July 16, 2014, 12:38:57 am
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about -3 and -2 and -1; try to keep -3 for a singular use, use -2 for shared code and -1 for character specific code; the thing with -3 is that it won't run when your characters are in custom states, so it might not fit your needs, -2 always runs so use it for shared stuff; then put your individual characetr's negative code in -1, because -1 also contains the individual moves per character, so it already is an individual file, also it won't be run by helpers so it's easier to just port the helper's code to the helper's states; just remember to put the -2 code that you move to -1 before any changestates.
Re: full game development questions
#11  July 16, 2014, 02:13:06 am
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One thing to also note is that -2 doesn't affect helpers, but -1 does if that helper has keyctrl=1.

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Re: full game development questions
#12  July 16, 2014, 01:13:04 pm
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Rednavi's no control unskippable intros are done by editing the system/fight defs and altering the roundstate 0 and 1 states to go by instantly, then using global helpers and stuff like that to put you into the intro states during the start of roundstate 2.

It's a lot of work for a pretty minor requirement. You have to edit the files to lock the state off. You need to code in a helper to play the sounds and animations (this isn't really that hard but it is time consuming and dull for something mugen provides natively) then you need to freeze the timer and put both characters into intro states with no ctrl on leaving. There are probably other considerations depending on mugen version.

Not hard, just annoying to re-code something mugen does natively, except you can't skip it.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: full game development questions
#13  July 16, 2014, 03:04:03 pm
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Rednavi's no control unskippable intros are done by editing the system/fight defs and altering the roundstate 0 and 1 states to go by instantly, then using global helpers and stuff like that to put you into the intro states during the start of roundstate 2.

It's a lot of work for a pretty minor requirement. You have to edit the files to lock the state off. You need to code in a helper to play the sounds and animations (this isn't really that hard but it is time consuming and dull for something mugen provides natively) then you need to freeze the timer and put both characters into intro states with no ctrl on leaving. There are probably other considerations depending on mugen version.

Not hard, just annoying to re-code something mugen does natively, except you can't skip it.

Agreed. That hardly seems worth the effort.

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Re: full game development questions
#14  July 16, 2014, 08:39:06 pm
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Rednavi's no control unskippable intros are done by editing the system/fight defs and altering the roundstate 0 and 1 states to go by instantly, then using global helpers and stuff like that to put you into the intro states during the start of roundstate 2.

It's a lot of work for a pretty minor requirement. You have to edit the files to lock the state off. You need to code in a helper to play the sounds and animations (this isn't really that hard but it is time consuming and dull for something mugen provides natively) then you need to freeze the timer and put both characters into intro states with no ctrl on leaving. There are probably other considerations depending on mugen version.

Not hard, just annoying to re-code something mugen does natively, except you can't skip it.


I would do it, ive been messing around with this for a while already.
Im gonna try what you said and
This is how i got it set up so far...

In my fight.def the start wait time is 0,  the ctrl time is 520.
520 because of the lenght of my vs and intro states.

In 5900 i have a trigger to go straight to state 190
On round 1,  its a state that last 1 tick and its used to
Remove the lifebars and nomusic befor my vs screen.

Then it goes into state 191 my vs screen state, vs screen
State last 400 ticks and then it goes into my char intros
States 9889 or 9890 its random.

After my intros are done the chars go into state 192 with is
The state that the chars wait in while the round anim and sounds
Are being played,  after thats done the fight starts.


After the rounds won my chars go into state 192, a round transition
State i made because of my long fight ctrl time,  then into state
9111 for the round 2 animations and sounds.



In state 0 i have a changstate to go into state 180
The win pose decider and the over time and wintime
Is set up to 450 ticks both so my winpose is unskippable.

I know i did it alot different than red did but i couldnt get it
To work like he did.  With his method my chars would go into
State 0 during the vs screen after 75 ticks no matter what i tride.
Re: full game development questions
#15  July 17, 2014, 02:48:48 am
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Ok so finished typing out the tutorial,  im going to
Upload it with the full 500mb version of the game using
This system whenever i get a chance to get on some
Wifi,  hopefully mcdonalds free wifi lets me uploade it.