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Re: Vortica: MUGEN engine remake demonstration

 May 07, 2022, 09:09:57 pm View in topic context
 Posted by OpossumDaemon  in Vortica: MUGEN engine remake demonstration (Started by OpossumDaemon April 21, 2022, 05:36:07 pm
 Board: Projects

Thanks guys for your replies and feedback.

Is there a github repo? Fantastic work so far. I can only imagine the opportunities this presents.

Thank you. Not yet, but I'll upload the code here when I release it.
    

Re: Vortica: MUGEN engine remake demonstration

 April 22, 2022, 03:29:27 am View in topic context
 Posted by OpossumDaemon  in Vortica: MUGEN engine remake demonstration (Started by OpossumDaemon April 21, 2022, 05:36:07 pm
 Board: Projects

May I ask what Vortica offers that are not available for MUGEN?
IKEMEN is known for its netplay and Paintown is known for its porting.

I'm keen in seeing what Vortica has in store for us.


For now its main goal is to be as compatible as possible with MUGEN (until 1.1) given the amount of material released in years for this engine.

Right after this, I'll see what I can add in any next releases. I have some ideas in mind such as some new state controllers (i.e. to implement damage-over-time without exploiting bugs), better and more flexible customization of screenpacks, etc. It'll also depend on my time available.

Like I said this is more of a personal project (I started doing it as a proof of concept for myself only) and also I'm aware there are more advanced alternatives to MUGEN that already offer more things. I'm seeing if it goes any further than just an attempt to remake MUGEN.
    

Vortica: MUGEN engine remake demonstration

 April 21, 2022, 05:36:07 pm View in topic context
 Posted by OpossumDaemon  in Vortica: MUGEN engine remake demonstration (Started by OpossumDaemon April 21, 2022, 05:36:07 pm
 Board: Projects

Hi everyone! I'm here to show you a demonstration of a personal MUGEN-related project I've been working on in my free time since some years ago.

Basically this is an open source remake of the original MUGEN engine named Vortica whose main purpose is (or at least this is what I intend it to be) to be an alternative to MUGEN. Written entirely in C++ with the help of some code-generating tools I made in Python.

Demonstration video from the project's YouTube channel

(sorry for my accent and my poor microphone input)

So far I can run this engine in desktop computers under Linux, Windows and macOS (using SDL2 + OpenGL), as well as under a Raspberry 3 (with some GPU speed limitations I need to solve) and a Nintendo Wii (only through Homebrew, some graphics and sound issues and with the limitation of 88 mb of RAM size).

I estimate the fight screen to be about 90 - 95% finished with most chars and stages being compatible enough, with still some bugs to fix. Probably I'll start with the rest of the screens (select screen, menu screen, storyboards, etc.) soon which I feel together won't be as hard to develop in comparison to the fighting screen alone.

And yes I know there are already projects such as Ikemen and PaintTown, but I've been doing this mainly for fun and other personal reasons as someone who likes to create things.

Any feedback is appreciated. Best regards.
    

Re: DestroySelf in Custom States?

 December 23, 2019, 09:34:47 pm View in topic context
 Posted by OpossumDaemon  in DestroySelf in Custom States? (Started by Disconcorde December 22, 2019, 03:13:50 pm
 Board: M.U.G.E.N Development Help

I'm asking how having destroyself in a custom state doesn't cause an error, considering that the destroyself is now in P2 and the actual helper is in P1...

Because it just doesn't? MUGEN doesn't care whether a character instance executes the DestroySelf controller in a custom state or not as long as the instance calling that controller is a helper.
    

Re: Track enemy while following an arching path

 December 19, 2019, 04:29:20 am View in topic context
 Posted by OpossumDaemon  in Track enemy while following an arching path (Started by SaltAddict December 07, 2019, 07:19:24 pm
 Board: M.U.G.E.N Development Help

This is what I did based in what you asked, although I'm not sure if this is what you want. It's kinda inspired by control systems used in engineering

Code:
[State X, VelSet]
type = VelSet
trigger1 = 1
x = -0.05*(pos x - (enemy, pos x))*facing
y = -0.04*(pos y - (enemy, pos y))

0.05 and 0.04 here are coeffcients you can tune to control how fast will the player try to reach some point in the stage, in this case the opponent, and also whether the curve's concavity will point upwards or downwards (try replacing 0.05 and 0.04 with 0.08 and 0.03 respectively in example). Try not to make them greater or equal than 1.

Here's a rather rudimentary demonstration of this state controller at work.

    

Re: What do you use...?

 November 17, 2019, 12:24:49 am View in topic context
 Posted by OpossumDaemon  in What do you use...? (Started by Koopa901 October 28, 2019, 06:19:52 pm
 Board: All That's Left

A USB Playstation-like controller, a Gamecube controller, a Wiimote and my keyboard depending on the game.
    

Re: Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE)

 November 16, 2019, 06:37:26 am View in topic context
 Posted by OpossumDaemon  in Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE) (Started by shin. [OFWGKTA] July 07, 2007, 01:29:07 am
 Board: Introductions and Guides

Hello! Nice to meet y'all.

My name is Opossum. I've been a fan of MUGEN since 2007 in my teenage years, and I've modified some characters and stages before to my own taste in rather personal compilations (i.e. CNS, palettes, sprites, audio, music, etc), although I don't preserve any edit worth sharing here. I never was active in the MUGEN fandom before, but I'll now because I aiways felt appreciation about the numerous creations that emerged from it.

Now I'll talk about what I consider my contribution to the community: currently I'm myself developing a new MUGEN engine from scratch. I don't have a name for it yet, but I plan to make it open source and as portable as possible, giving it some new features aside from being at least 90% compatible with the Elecbyte's original engine.

I have some videos demonstrating how it works if you want to see them (it runs on a homebrewed Nintendo Wii and Raspberry Pi to give you an idea), and I'll upload new videos whenever there's any interesting update, but meanwhile I pretend to get more involved with the community instead of just being a lurker, and give feedback in stuff if I can. I hope I can get along with you.