YesNoOk
avatar

Car bonus 3 (Read 6270 times)

Started by mabskmk, November 13, 2012, 12:51:17 am
Share this topic:
Car bonus 3
#1  November 13, 2012, 12:51:17 am
  • ****
  • M.D.W.I.P.
    • Bahamas
    • www.mabskmk.webs.com
Car bonus 3
original created by Samus Aran 78 and updated by Pioupiou

Updates:
- Now the player can jump on the car (still needs some adjustments).
- Added option to re-fight the bonus in next rounds.
- Added custom_states to prevent grabs and other custom states.
  - old codes of gethit removed.
- Added helper to fix the posicion on the floor.
  - Added playerpush
- Updated the count helper to be agressive only when the time runs out :p
  - Player not defend forever
- Added noautoturn to prevent the disappearance of the car at the end.
- correction of some codes.

Download link



cya
Last Edit: December 10, 2014, 07:16:13 am by mabskmk
Re: Car bonus 3
#2  November 13, 2012, 01:32:18 am
  • ****
glad to see the old car bonus stage get an update, will download and try it ;)
Re: Car bonus 3
#3  November 13, 2012, 04:40:31 am
  • ******
  • Portrait Prodigy EX+
    • mugenguild.com/forum/topics/saikoros-high-resolution-mugen-portraits-fatal-fury-full-set-145724.0.html
Is it possible that this would work on 1.0?? It's awesome!!
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.
Re: Car bonus 3
#4  November 13, 2012, 04:47:21 am
  • ****
  • EL TIGRE
    • Mexico
Hooooooo!! like ^ says: Fan-Fucking-Tastic! :yippi:
Re: Car bonus 3
#5  November 13, 2012, 06:23:25 am
  • ****
my only complain:
- I notice when the character is doing their intro, the time start to count
- when I configure my life bar in the option mode to 300%, I can't defeat the car bonus, I think there is a code to prevent the car's life bar to have 100% and above, it will be fixed 100% even when I configure my life bar in the option mode to be 300%, the car bonus's life is still 100% constant.
Re: Car bonus 3
#6  November 14, 2012, 11:03:13 pm
  • ****
  • M.D.W.I.P.
    • Bahamas
    • www.mabskmk.webs.com
Is it possible that this would work on 1.0?? It's awesome!!
Every time i need flip a coin to know where post my releases. Maybe Winmugen or Mugen1.0.
Because they work on both.

my only complain:
- I notice when the character is doing their intro, the time start to count
- when I configure my life bar in the option mode to 300%, I can't defeat the car bonus, I think there is a code to prevent the car's life bar to have 100% and above, it will be fixed 100% even when I configure my life bar in the option mode to be 300%, the car bonus's life is still 100% constant.
Hehe. I was really worried about it ;p fractionate those values ​​would give a big job to do...  maybe next week  >_<

Next update may also come with new values ​​for those using widescreen.

cya
Re: Car bonus 3
#7  November 15, 2012, 06:13:35 am
  • **
  • "To the world without light!"
    • USA
    • http://mugencoder.com/authors/view/zaibatsu
Oh my god! I was waiting for like... ever! for this car bonus game to get updated! thank you so much for this share!

Where you can download my MUGEN stuff
http://mugencoder.com/authors/view/zaibatsu
Back up MUGEN website in progress...
Re: Car bonus 3
#8  November 15, 2012, 08:25:42 am
  • *****
  • Video Game Veteran
    • USA
    • gcnmario.free.fr
One of the problems I've had with bonus stages like these  is that they have hitdefs to put the player into custom state. So if they have some sort of armor system code type thing, or have a fix for standing up on thin air, they tend to screw up the player. Not to mention odd side effects.

Also, I think the height of the car needs to be fixed. Some tiny air type moves can unintentionally cross over to the other side of the car. One example being M.Bison's scissor kick. In the original, you could use this move and still be on the same side. But this case I can somehow use his scissor kick to cross over to the other side of the car.

Another thing to note is the timer above. I think it always needs to be fixed at X=0 position. Because playing this on some stages like KFM's stage, the timer stays in its own position. In other words, if you keep moving left or right, the display timer gets moved off with it. Might also want to always fix the Y position of it as well.
If you're going to have the option of the car being able to be played on other stages with high jump areas and scrolling, you have to make the changes so that the timer never gets cut off.

"You must defeat my flaming
dragon punch to stand a chance."
Last Edit: November 15, 2012, 08:32:34 am by N-Mario
Re: Car bonus 3
#9  November 16, 2012, 03:08:03 am
  • ****
  • M.D.W.I.P.
    • Bahamas
    • www.mabskmk.webs.com
Oh my god! I was waiting for like... ever! for this car bonus game to get updated! thank you so much for this share!
Thanks and enjoy!


One of the problems I've had with bonus stages like these  is that they have hitdefs to put the player into custom state. So if they have some sort of armor system code type thing, or have a fix for standing up on thin air, they tend to screw up the player. Not to mention odd side effects.
For this reason i left to be a kind of 'optional' custom state. It is only activated if you really jump on the car.
If your character has a problem with it just not jump ._. Not like the original you can destroy it on only one side of the screen.

Also, I think the height of the car needs to be fixed. Some tiny air type moves can unintentionally cross over to the other side of the car. One example being M.Bison's scissor kick. In the original, you could use this move and still be on the same side. But this case I can somehow use his scissor kick to cross over to the other side of the car.
I need check it. Can you give me the link of the Bison?

Quote
Another thing to note is the timer above. I think it always needs to be fixed at X=0 position. Because playing this on some stages like KFM's stage, the timer stays in its own position. In other words, if you keep moving left or right, the display timer gets moved off with it. Might also want to always fix the Y position of it as well.
If you're going to have the option of the car being able to be played on other stages with high jump areas and scrolling, you have to make the changes so that the timer never gets cut off.
For time the bonus works perfectly only with its own stage. I really think they should be used together.
Not just the codes it uses but for the graphics too.


Thanks for your replys.
Re: Car bonus 3
#10  November 16, 2012, 03:22:35 am
  • ****
  • Shakespear.
Nice!   :mmhmm:  You are the bonus round master, I love it!! 
Re: Car bonus 3
#11  November 16, 2012, 03:30:45 am
  • ****
  • I must continue my training...
This is so EPIC! EPIC! EEEEEPIIIIIC!!! Downloading...

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: Car bonus 3
#12  November 16, 2012, 04:16:21 am
  • *****
  • Video Game Veteran
    • USA
    • gcnmario.free.fr
Also, I think the height of the car needs to be fixed. Some tiny air type moves can unintentionally cross over to the other side of the car. One example being M.Bison's scissor kick. In the original, you could use this move and still be on the same side. But this case I can somehow use his scissor kick to cross over to the other side of the car.
I need check it. Can you give me the link of the Bison?

There's more than one way to find him.  You can check the mugen fighters guild database for multiple versions of M.Bison, or just click that little world/earth icon below my name and get mine. You can pretty much do infinite scissor kick with that one to check the jump height for the car.

"You must defeat my flaming
dragon punch to stand a chance."
Re: Car bonus 3
#13  November 18, 2012, 12:46:48 am
  • ****
  • M.D.W.I.P.
    • Bahamas
    • www.mabskmk.webs.com
That should be a nice way to get a spectacular record. ;p


The new height may be 40.
You can change it easily in Car.cns.

Code:
[Size]
...
height = 40
...


I removed this code in your MBsion:

[State -2, State]
type = ChangeState
triggerall = Ctrl
triggerall = Pos Y != 0
trigger1 = StateType != A
trigger1 = MoveType = I
value = 50

And now work apparently good.
Re: Car bonus 3
#14  November 20, 2012, 06:11:42 am
  • ***
  • i love guns and babes too
is it open source?
Can i edit it?
"It's going to happen. You can taste it in the air"Batman dark knight 4.
Re: Car bonus 3
#15  November 21, 2012, 04:36:04 am
  • ****
  • M.D.W.I.P.
    • Bahamas
    • www.mabskmk.webs.com
I think not ;p
There is nothing about it in the original files.

Car3 is an edited version with their due credits to Samus and Pioupiou.

2OS

Re: Car bonus 3
#16  November 21, 2012, 07:50:04 am
  • ****
  • Ich schicke dich zur HOELLE ! ¡ ! ¡
    • Egypt
    • deuceovspadez.webs.com/
this will solve the timer issue

[State 175]
type=changeanim
triggerall=numenemy
trigger1=(enemy,stateno=[190,199])||(enemy,stateno=5900||enemy,stateno=0)&&!enemy,ctrl
trigger2=(enemy(numenemy=2),stateno=[190,199])||(enemy(numenemy=2),stateno=5900||enemy(numenemy=2),stateno=0)&&!enemy(numenemy=2),ctrl
value=175
ignorehitpause=1

and postype doesn't actually work for helpers so

[State 175]
type=posset
trigger1=1
x=0
y=(pos y-screenpos y)+20
ignorehitpause=1

     Posted: November 21, 2012, 07:58:41 am
a helper with

pausemovetime=2147483647
supermovetime=2147483647

should assertspecial nobardisplay.

     Posted: November 21, 2012, 08:22:59 am
i think i'm gonna re-make this.


[ 052012 ] Inazumachi 181/256  /  deviantART   /  2OS Grafphicsxz  Dead Anims ( Orochi/Mizuchi )  /  608's FX Volume 3
Re: Car bonus 3
#17  November 22, 2012, 03:03:54 am
  • *****
  • Video Game Veteran
    • USA
    • gcnmario.free.fr

"You must defeat my flaming
dragon punch to stand a chance."
Re: Car bonus 3
#18  November 24, 2012, 02:13:13 am
  • ****
  • M.D.W.I.P.
    • Bahamas
    • www.mabskmk.webs.com
Re: Car bonus 3
#19  November 24, 2012, 11:36:00 am
  • ***
  • Romantic Karate
    • Germany
Only happens with N-Marios SFII-WW chars.
Timer goes straight back to 40 after winning the round...


 :hugoi: Chars problem?

Cause I have trouble jumping onto the car and Balrog/Bison can push the car to the side... 
Last Edit: November 24, 2012, 11:44:37 am by Staubhold
Re: Car bonus 3
#20  November 26, 2012, 07:36:49 pm
  • *****
  • Video Game Veteran
    • USA
    • gcnmario.free.fr
Well, for one thing Balrog can't jump very high to begin with. His jump height should be somewhat close to the original (if not exact). So I guess it could be the height of the car is too long if he can't jump over it.
Also, even if he can jump over it, there is still the statetypeset I added to my characters if they are standing on air. Lot of the code I built I never really thought about them against bonus rounds.  I guess I could remove this feature that fixed any problems that made them stand on air to make them work for things such as this.

If the timer going back to 40 only happens with my SFII characters, I'll look into it.
The timer still goes back to 40 for any character, even KFM.


Another problem I have with this is that you can keep attacking the car at either side. In the original, you could only break the car on one side to a certain point until it started to 'block' your attacks. Then you would have to switch sides to finish it. 

"You must defeat my flaming
dragon punch to stand a chance."
Last Edit: November 26, 2012, 07:53:16 pm by N-Mario