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Fighter Creator (Read 20491 times)

Started by CSGames, July 13, 2011, 06:37:10 am
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Re: Fighter Creator
#141  July 28, 2011, 05:34:46 am
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I hope you will be still releasing this on time and you will have gotten all the kinks out.
If we buy your product do we get free upgrades?
Re: Fighter Creator
#142  July 28, 2011, 05:41:24 am
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Re: Fighter Creator
#143  July 28, 2011, 06:08:51 am
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Is there a set limit to how many variables can be used, like 60 in mugen?

Can you predict the enemy order to make the battle plan selection from Ultimate Mortal Kombat 3 for example, or the enemy choice before every match in street fighter 3rd strike.

You say the stages are very interactive, can this be done with the menus as well?  Can you make a 3D interactive stage instead of a normal 2D menu screen?

Can you guess at what a game could look like, compared to existing ones?  Ps1 game, Ps2, PS3....

I think you can do pretty much anything  with 2D, but I'm wondering how far we could take a 3D game in terms of graphical presentation.

Maybe how many polygons the system can render at 30 to 60fps.

I may be able to help you test some of that 3d stuff if you need it, I use 3ds.Max and Zbrush.

http://gabe687.deviantart.com/



Re: Fighter Creator
#144  July 28, 2011, 06:41:15 am
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I don't want to "trust you" on this. Like i say, you must have SOME sort of example. Can you paste the contents of a single attack, even a simple punch would do.

If you're not that far yet, i'm not bothered, if you are that far, i want to know what we'd be dealing with.

Oh, and not trying to be harsh or anything. We've had a couple of people with these things and many of them have provided examples of what it can do in some way shape or form. Text pasting is probably easier than video's and stuff.


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Last Edit: July 28, 2011, 06:44:23 am by Cyanide
Re: Fighter Creator
#145  July 28, 2011, 07:15:58 am
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1. Is there a set limit to how many variables can be used, like 60 in mugen?

2. Can you predict the enemy order to make the battle plan selection from Ultimate Mortal Kombat 3 for example, or the enemy choice before every match in street fighter 3rd strike.

3. You say the stages are very interactive, can this be done with the menus as well?  Can you make a 3D interactive menu instead of a normal 2D menu screen?

4. Can you guess at what a game could look like, compared to existing ones?  Ps1 game, Ps2, PS3....

5. I think you can do pretty much anything  with 2D, but I'm wondering how far we could take a 3D game as far as graphical presentation.
Maybe how many polygons the system can render at 30 to 60fps.

6. I may be able to help you test some of that 3d stuff if you need it, I use 3ds.Max and Zbrush.
http://gabe687.deviantart.com/
1. No, you can have as many as you want.
2. Yeah.
3. Yeah, someone asked me about that before on another forum, so I'm going to add it.
4. A game could look better than what is seen on consoles.
5. FC features Deferred Shading, HDR lighting with Dynamic Exposure, Depth Of Field, Light Shafts, MotionBlur, Normal, Parallax, and Relief Mapping, Water Effects, Soft Particles, Refraction and Reflection effects, SSAO, Ambient Cubemaps, Skyboxes, and Real-Time Skies and Time Of Day.
6. Thanks, I will contact you whenever I need to test any 3D.

I don't want to "trust you" on this. Like i say, you must have SOME sort of example. Can you paste the contents of a single attack, even a simple punch would do.

1. If you're not that far yet, i'm not bothered, if you are that far, i want to know what we'd be dealing with.

2. Oh, and not trying to be harsh or anything. We've had a couple of people with these things and many of them have provided examples of what it can do in some way shape or form. Text pasting is probably easier than video's and stuff.
1. Yeah, I not that far yet.
2. It's okay. The reason for why I don't have any examples for characters yet, is because I'm currently working on the menu system, once I get that finished, I'm going to move on to Stages, then on to characters.



Re: Fighter Creator
#146  July 28, 2011, 07:18:53 am
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And you're planning a release in September ? o_O
It can only be an early beta (if not an alpha) in September, seeing the actual progress. Well, good luck with that anyway.
Re: Fighter Creator
#147  July 28, 2011, 07:21:28 am
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And you're planning a release in September ? o_O
It can only be an early beta (if not an alpha) in September, seeing the actual progress. Well, good luck with that anyway.
lol, that because I have a lot of stuff in the editor, but I don't know yet, still have August.

Re: Fighter Creator
#148  July 28, 2011, 07:25:05 am
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Man...I can't wait to test this out!  I've been looking for something like this for a long time.

I was looking at FM a few months ago, and started doing one of their tutorials.  From what I recall, the skills seemed to me like what mugen calls State controllers.

Instead of typing the code of the Sctrl and working with the options it has in a text file, you have a window and a section where you fill in the blanks.

It's the same thing pretty much, but I'm fuzzy on it.  I'm gonna have to do that tutorial again.
Re: Fighter Creator
#149  July 28, 2011, 07:28:08 am
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Text file is so much better : you can do it at work on your computer without anybody saying anything, since it's code, and your boss won't even notice (granted the rest of the work progresses, and you're a computer scientist, obviously ;D)
Re: Fighter Creator
#150  July 28, 2011, 09:18:51 am
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Let's say for HD sprites that need more than 256 colors.  Would it be possible to use an alpha mask combined with Hue filters instead of the normal palette editing?

Every sprite/texture could have an alpha masking image assigned to it.

You can do that in 3Ds.Max, and it works like Photoshop masks.

You have the image, and a mask "gray scale" image to control the area to be exposed to an edit.  Using that, you apply different color editing filters to achieve the palette effect with HD images.

If you can work with 3D models, texture maps and alpha masking, you should be able to apply that to sprites on a 3D plane.

Maybe not only masking, the textures can be a combination of layers, so the color filters could be linked to different layers.


If layers are not an option, and you need more colors than what a gray scale map can give you.  There could be a mask that uses colors instead, or just different shades of gray to work as layers.

Different color codes would be equal to separate layers, and you could assign the color filters to the color ID of the mask.

Like this..





I'm just thinking about this, because I ran in to the problem of a 256 color limit the other day when making a VS screen that works with palettes.
Re: Fighter Creator
#151  July 28, 2011, 01:54:21 pm
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Let's say for HD sprites that need more than 256 colors.  Would it be possible to use an alpha mask combined with Hue filters instead of the normal palette editing?

Every sprite/texture could have an alpha masking image assigned to it.

You can do that in 3Ds.Max, and it works like Photoshop masks.

You have the image, and a mask "gray scale" image to control the area to be exposed to an edit.  Using that, you apply different color editing filters to achieve the palette effect with HD images.

If you can work with 3D models, texture maps and alpha masking, you should be able to apply that to sprites on a 3D plane.

Maybe not only masking, the textures can be a combination of layers, so the color filters could be linked to different layers.


If layers are not an option, and you need more colors than what a gray scale map can give you.  There could be a mask that uses colors instead, or just different shades of gray to work as layers.

Different color codes would be equal to separate layers, and you could assign the color filters to the color ID of the mask.

Like this..





I'm just thinking about this, because I ran in to the problem of a 256 color limit the other day when making a VS screen that works with palettes.
Well, you can use more than 256 colors in FC.

Re: Fighter Creator
#152  July 29, 2011, 04:27:26 am
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non indexed RGB sprites? how about alternative costume colors, do we have to store 2nd,3rd, 4rd sprite sets for alternate costumes instead?
Re: Fighter Creator
#153  July 29, 2011, 09:31:25 am
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Yeah that's confusing, how do you work the separate palettes in FC, if the images are larger than 256?


I got a little stick figure running around in FM2nd today, and throwing some kicks...It's pretty easy to pick up.
Re: Fighter Creator
#154  July 29, 2011, 06:44:46 pm
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non indexed RGB sprites? how about alternative costume colors, do we have to store 2nd,3rd, 4rd sprite sets for alternate costumes instead?
Yeah that's confusing, how do you work the separate palettes in FC, if the images are larger than 256?
You use seperate palettes or costumes by simply modifying your sprite file names, FC will automatically detect when there are multiple palettes and allow you to switch between them whenever you want.
(Ex: ryu_standing_0, meaning default palette
ryu_standing_1, meaning second palette )



Re: Fighter Creator
#155  July 30, 2011, 01:52:55 am
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oh but then the ryu itself will still be in indexed format, how about character fx do they share palette with character's sprite palette or are they seperated/ seperated from character sprite sheet.
Re: Fighter Creator
#156  July 30, 2011, 02:27:24 am
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oh but then the ryu itself will still be in indexed format, how about character fx do they share palette with character's sprite palette or are they seperated/ seperated from character sprite sheet.
Special Effects are seperate.
Re: Fighter Creator
#157  July 30, 2011, 06:50:47 am
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wait hold on, in mugen 1.1 we will be able to use true color images so if making alternate color costumes is an issues how is mugen handling it?
Re: Fighter Creator
#158  July 30, 2011, 07:00:11 am
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It doesnt. You can use true colour, doesnt mean you should, at least not if you want alternate palettes.
Re: Fighter Creator
#159  July 30, 2011, 09:30:25 am
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 :disappointed:
That means it's only good for screen packs....aw.
Re: Fighter Creator
#160  July 30, 2011, 01:18:32 pm
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And stages, and fonts. And character FX. The only thing it's not good for is a character. With remappal this is even LESS of an issue as you don't need to include FX in the characters palette to change them if you want to. So the character can make full use of all 255 available colours and still be able to change the colours of the FX as well (if they're not 32bit)

Although when you get down to it, you'd prefer a more limited colour count because too many often looks worse than not enough.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.