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Asymmetry, Transformations and costume changes are possible in MUGEN. (Read 180634 times)

Started by inktrebuchet, November 28, 2017, 04:30:58 pm
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Re: Asymmetry, Transformations and custome changes are possible in MUGEN.
#21  December 10, 2017, 07:26:11 pm
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In order, rank the styles (CPS2, CPS3, SNK, DBZ, other sprite styles) that would 1) take advantage of this pretty well and 2) be the most involved and difficult.

Secondly, how would it look like in-game? I'd like to see an animation example (MUGEN or GIF) on how the screen would pick up on the transparent colors. I still feel that an additional exception script is necessary to "hide" the layer.
Re: Asymmetry, Transformations and custome changes are possible in MUGEN.
#22  December 10, 2017, 07:27:13 pm
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In order, rank the styles (CPS2, CPS3, SNK, DBZ, other sprite styles) that would 1) take advantage of this pretty well and 2) be the most involved and difficult.

Secondly, how would it look like in-game? I'd like to see an animation example (MUGEN or GIF) on how the screen would pick up on the transparent colors. I still feel that an additional exception script is necessary to "hide" the layer.

Did you see the pics of trunks on the 1st page???
Re: Asymmetry, Transformations and custome changes are possible in MUGEN.
#23  December 10, 2017, 09:52:41 pm
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Re: Asymmetry, Transformations and custome changes are possible in MUGEN.
#24  December 10, 2017, 10:17:46 pm
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jsut searched for the tool, did nto find it so I guess I only tought about doing so and probably solved the algo in a notebook
Re: Asymmetry, Transformations and custome changes are possible in MUGEN.
#25  May 30, 2018, 10:14:29 am
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Eh? I remember being able to detect facing in custom states.

While facing can be detected, the problem is that you cannot detect if a sprite was "physically" flipped using .AIR code, I guess.
Re: Asymmetry, Transformations and costume changes are possible in MUGEN.
#26  May 04, 2020, 03:10:02 pm
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Sorry for the bump, but I thought this would be relevant to mention, at least here.

The Ikemen engine authors are actually discussing how to implement this via a SCRTL, and I thought it would be worth mentioning.

Was thinking this could be the answer to transformations.
This is the answer to transformations:
https://github.com/K4thos/Ikemen_GO/wiki#sctrlnew_remapsprite
https://github.com/K4thos/Ikemen_GO/wiki#char_cns_remappreset

edit:
Quote
...Could it be possible though?
everything is possible in open source engine. But that message sounded like someone actually started working on such feature, which is not the case (or at least I'm not aware about it)

Kinda new to Ikemen GO so I have two questions:
  • Is there a way to reorder the priority of appearance of combo counters? (ie. having .counter before .text)
  • Is it possible to customize how the counter works deeper than just the .shake property? If I wanted to do like Guilty Gear X/XX and make it so it starts from a y-only stretch at low transparency to normal scale and fully opaque?
Just super curious about this because that would mean we could finally make pretty wild lifebars. I'm already amazed at the score and stage display properties!
all changes to lifebars are documented on wiki: https://github.com/K4thos/Ikemen_GO/wiki#lifebar
The only thing lifebar related that I'm still interested in adding is support for more messages during fight and synchronizing them with combo messages and with each other (so that they are moved when there is more than 1 message on the screen). So no, there won't Guilty Gear style stuff (unless someone else will implement it)
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA