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Interactive Mugen Discussion  (Read 16567 times)

Started by ELECTR0, February 03, 2014, 04:14:53 am
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Interactive Mugen Discussion
#1  February 03, 2014, 04:14:53 am
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If you have any questions, comments, problems etc... about the recently released Interactive Mugen then this is where i'll be reading/answering them.

Link : http://electroslair.blogspot.com/

Contributors :
Spoiler, click to toggle visibilty

Here are a few questions I can already foresee.

What are the different packs for?

Interactive Mugen : Has everything you need already in the download.

Interactive Character Updater : What you need to add your own characters to it.

Interactive Screenpack Install #1 : What you need only if you want to add Interactive stuff to your own Screenpack.

How hard is it to add in a new character?

Easy as 1, 2, 3, 4 as in that's how many steps it takes to add in a new character. It takes me about 5 min to add in a new character. If you would like to get the most out of IM then there are a few additional steps you can take for instance, better looking animations for certain new standard animations like Power-up health or get burned.

Will this mess up my character?

I'm 99.7% sure it will not. I've tested it on characters with insane amount of code and sprites like Leo by DoggieDoo and MK characters by Juano16. So far not a single problem, but remember to always backup your character before adding anything.

What size does the screenpack need to be to install this?

The screenpack needs to be 640X480. If not then you might get varying results.

What size does my character need to be in the CNS for this to work correctly?

A characters size should be :
[size]
xscale = 1
yscale = 1


Does this work in Mugen 1.0?

Most of it should, but I know certain stages like the Shinobi stages will not work correctly in Mugen 1.0. I would also download the stage pack without zoom to have the best results.

;--------------------------------------------------------------------------------

Here is a video I whipped up to help people understand how to install it.

Last Edit: October 16, 2014, 09:40:48 pm by ELECTR0
Re: Interactive Mugen Discussion
#2  February 03, 2014, 05:02:06 am
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I downloaded the Interactive Mugen.zip on 3 different browsers and got a Malicious file warning each time, false positive or nah?
Re: Interactive Mugen Discussion
#3  February 03, 2014, 05:42:48 am
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Re: Interactive Mugen Discussion
#4  February 03, 2014, 05:44:22 am
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Alright that one worked fine, I saved the sendspace one, and scanned it, and got no threat found, but the mediafire one is perfectly fine, thanks for the share, about to try this out right now.
Re: Interactive Mugen Discussion
#5  February 03, 2014, 05:48:07 am
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Good and thanks for the heads up on that issue. It was unfortunately to large to post in my Google Drive.
Re: Interactive Mugen Discussion
#6  February 03, 2014, 05:55:37 am
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Ah, that sucks,

so i threw on the character updater on to  Ryu by DG the Mvc edit

I just put him in the premade interactive mugen download you provided and i got this error, I'm not sure if this is meant to be 1.0+ only or not :o

Spoiler, click to toggle visibilty
Last Edit: February 03, 2014, 06:07:26 am by Taybear
Re: Interactive Mugen Discussion
#7  February 03, 2014, 06:32:15 am
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Fear not, change this

mugenversion = 04,14,2001

to

mugenversion = 1.0
Re: Interactive Mugen Discussion
#8  February 03, 2014, 06:53:20 am
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ah sweet, it worked! Thanks man, this is really cool, only thing, when it comes to the knocking in the water background thing, what file(s) should the code be pasted into? That's the only thing i don't know how to fiddle with
Re: Interactive Mugen Discussion
#9  February 03, 2014, 07:12:53 am
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Will try this out. Any plans for stage hazards like parachuting particle laser beam space pirate that parachuts down to fire particle laser beam from his particle laser beam cannon which he has because he is parachuting particle laser beam space pirate? If seriously, will it be possible to add such abomination as stage hazard? Or i misunderstood instructions that were mentioning spiked wall and its impossible to add something else?
Currently working on SSB MUGEN project.
Done: 0.2%.
Re: Interactive Mugen Discussion
#10  February 03, 2014, 07:25:29 am
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ah sweet, it worked! Thanks man, this is really cool, only thing, when it comes to the knocking in the water background thing, what file(s) should the code be pasted into? That's the only thing i don't know how to fiddle with

Good because I just made a video to show how easy and fast it was to add the code to that Ryu just encase. As for the Knock into water code you need to copy and paste that into any attack for example, the Ryu that you have Strong Punch is state 220 you need to post it right below the Hit Defs like this.
Spoiler, click to toggle visibilty

Now when you finish defeating your opponent on the second round with this standing strong punch on the Green Hell or Howard Arena stages they will get knocked into the lake.

Demo Video of me adding code to Ryu

http://youtu.be/HD8xbVjHVvA

;-----------------------------------------------------------------

Will try this out. Any plans for stage hazards like parachuting particle laser beam space pirate that parachuts down to fire particle laser beam from his particle laser beam cannon which he has because he is parachuting particle laser beam space pirate? If seriously, will it be possible to add such abomination as stage hazard? Or i misunderstood instructions that were mentioning spiked wall and its impossible to add something else?

Completely possible. Only thing that's not possible is an event carrying over from the previous round. For example a statue get's busted up in the first round will not carry over to the next round because everything in Mugen reset's itself between rounds. But a parachuting space pirate firing laser beams is very doable, LoL.
 
Last Edit: February 04, 2014, 04:16:09 am by ELECTR0
Re: Interactive Mugen Discussion
#11  February 03, 2014, 07:51:47 am
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Is it possible to remove hazard if, for example, Ridley is present and said hazard is Ridley shooting fireballs? Or make stage hazard triggerable by damaging certain object and parachuting particle laser beam space pirate that can be killed?
Currently working on SSB MUGEN project.
Done: 0.2%.
Last Edit: February 03, 2014, 08:09:22 am by BaganSmashBros
Re: Interactive Mugen Discussion
#12  February 03, 2014, 08:07:06 am
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Other than what I said is not possible, everything you have described is possible.
Re: Interactive Mugen Discussion
#13  February 03, 2014, 08:09:34 am
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Interactive MUGEN crashes:

Clipboard tail:
---------------------------------------------------
M.U.G.E.N ver 1.1.0 Beta 1 P1 (2013.08.11) status log
---------------------------------------------------
Parsing command line...
Command line: D:\Compressed\Interactive Mugen\mugen.exe
Parse command line OK
Initializing...
Allocating game variables
Reading configuration file...Setting language "en".
OK
Initializing timer...performance timer enabled...frequency 1948310...OK
Initializing keyboard...configuring...OK
Initializing input engine...OK
Initializing sound...OK
Initializing BGM...  OK
Initializing graphics...gameCoord 1280x720...render mode 2_20...trying 1280x720x32 mode 0x0...failed. Exit with an error.

Log file successfully closed.
Currently working on SSB MUGEN project.
Done: 0.2%.
Re: Interactive Mugen Discussion
#14  February 03, 2014, 09:13:46 am
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Did this happen when you tried to add a character or change the video settings in the Mugen CFG? Could you open the Interactive Mugen by itself right after extracting it?
Re: Interactive Mugen Discussion
#15  February 03, 2014, 11:02:04 am
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Fixed now, just changed to DirectX instead of OpenGL
Currently working on SSB MUGEN project.
Done: 0.2%.
Re: Interactive Mugen Discussion
#16  February 04, 2014, 12:08:45 am
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Alright, So i've got all of the knock into water stuff coded properly, now my only thing is, once i knock ryu into the water, (I'm testing everything on the ryu you've tested) after a few seconds, his body pops back up on the stage. Is that an error on my part, or something in your code?

 Here's a video of what I am talking about
Re: Interactive Mugen Discussion
#17  February 04, 2014, 02:23:05 am
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Apparently Ryu's death state 5150 is trying to force him into an animation which is overiding mine. I havn't encountered this problem yet with other characters but it's a simple fix so i'm glad it's being brought up now. Add this to Ryu's 5150 state in his settings file and let me know if this fix's your problem.

Spoiler, click to toggle visibilty


.
Re: Interactive Mugen Discussion
#18  February 04, 2014, 03:38:17 am
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That fixed it right up, thanks!
Re: Interactive Mugen Discussion
#19  February 04, 2014, 04:00:10 am
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Wait a minute... THERE WAS THIS CODE?! stagevar(info.name)
Re: Interactive Mugen Discussion
#20  February 04, 2014, 04:11:34 am
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It's an optional code you can add to your characters attacks if you would like to knock opponents into the lake on Green Hell and Howard Arena stages. The code is in the Extra fun stuff folder of the character updater.
Re: Interactive Mugen Discussion
#21  February 04, 2014, 04:16:23 am
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are there any other stages you're planning on having finisher type things in? also, would the code have to be altered from here on out if there are any stages that are released that would include the stage finishers?
Re: Interactive Mugen Discussion
#22  February 04, 2014, 05:16:38 am
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Good question and here's my road map for IM :

Bundles : I will be releasing updates in a package/bundle at a time with this of course being Bundle #1. The reason for this is to make sure the code, sprites and animations are working correctly for everyone before going on to the next release. So basically your only in danger of having the code altered or changed after an initial release. So far I am happy that bundle #1 is successful in that no one has reported any problems with the code,sprites and animations.

Interactive Mugen Download : The the Interactive Mugen Download will always include every bundle that will be released. So the only thing you will need to copy over to the updated IM is your Chars folder and whatever you added to your Select file.

Interactive Character Updater : Will always include the updated code with all bundles in the main text files. I will also include an optional folder with the bundles broken up. So if you have already included Bundle #1 code into your characters then all you need to add is Bundle #2 code below Bundle #1 code. Nothing will be changed or overwritten from bundle to bundle, because like I said up above, I won't move on to the next bundle until I feel that no one is having any issues with what's already been released.

Interactive Screenpack Install : If you have already added the Screenpack Install #1 to your own Screenpack then all you need to do is add Screenpack Install #2. Nothing will be overwritten or changed.

;----------------------------------------------------------------------------------------------

As for more stage finishers. I will be adding more and have recently talked to DemonKai about what to add to the next update. He suggested to add a few Eternal Champions stage finishers and more Fatal Fury 3 ringout stages. I am having a few problems making a helper act like a wall, but i'll figure something out and make it happen. Maybe one day Mugen creators will release there creations with the IM code already in them to make the process even easier and faster for everyone, including myself.
Last Edit: February 04, 2014, 05:20:08 am by ELECTR0
Re: Interactive Mugen Discussion
#23  February 04, 2014, 05:30:25 am
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Good question and here's my road map for IM :

Spoiler, click to toggle visibilty
Alright, that sounds good to me, I can already see that every character I download from here on out, this will be added to them. The bundle thing sounds pretty neat and shouldn't be too difficult to keep up with.

Interactive Screenpack Install : If you have already added the Screenpack Install #1 to your own Screenpack then all you need to do is add Screenpack Install #2. Nothing will be overwritten or changed.
With this, you forgot to put the axis for each sprite that is supposed to go into the fightfx.sff so i just copied the one you included in the interactive mugen file, and that works perfectly for me. I'm about half way done with my roster of 48 characters :p
;----------------------------------------------------------------------------------------------

As for more stage finishers. I will be adding more and have recently talked to DemonKai about what to add to the next update. He suggested to add a few Eternal Champions stage finishers and more Fatal Fury 3 ringout stages. I am having a few problems making a helper act like a wall, but i'll figure something out and make it happen. Maybe one day Mugen creators will release there creations with the IM code already in them to make the process even easier and faster for everyone, including myself.


That sounds pretty cool, any chance for maybe some classic Killer Instinct and mortal kombat stages? I would imagine the MK stages (At least the deadpool) would be pretty easy, same for the Killer Instinct stages. since you wouldn't even have to do much other than just allow the character to fall off the stage, I wouldn't even need the camera to follow for the KI stages. And hopefully, creators begin doing this, because it's something that should be(in my opinion) implemented into every character because it's basically taking classic mugen a step further.


Re: Interactive Mugen Discussion
#24  February 04, 2014, 08:17:52 am
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Good because I just made a video to show how easy and fast it was to add the code to that Ryu just encase. As for the Knock into water code you need to copy and paste that into any attack for example, the Ryu that you have Strong Punch is state 220 you need to post it right below the Hit Defs like this.
Wouldn't it be easier and much faster to add a changestate in the "gethit death" states of each character (as an override) rather than each attack state ?
Re: Interactive Mugen Discussion
#25  February 04, 2014, 09:57:44 am
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Good because I just made a video to show how easy and fast it was to add the code to that Ryu just encase. As for the Knock into water code you need to copy and paste that into any attack for example, the Ryu that you have Strong Punch is state 220 you need to post it right below the Hit Defs like this.
Wouldn't it be easier and much faster to add a changestate in the "gethit death" states of each character (as an override) rather than each attack state ?


Easier/faster yes, but my reasoning for doing it this way is that you can choose to decide what will send a character flying into the lake. For example a standing weak kick that strikes down at an opponents knees should not send your opponent flying, or even worse yet a throw that's supposed to toss your opponent to the ground. I personally only add it to attacks that strike upwards for the best effect. Some people might feel the same and some might not and I want them to have the freedom to decide. I really appreciate the advice and hope you continue to help/challenge because your an excellent coder and I could benefit from your understanding.

That sounds pretty cool, any chance for maybe some classic Killer Instinct and mortal kombat stages? I would imagine the MK stages (At least the deadpool) would be pretty easy, same for the Killer Instinct stages. since you wouldn't even have to do much other than just allow the character to fall off the stage, I wouldn't even need the camera to follow for the KI stages. And hopefully, creators begin doing this, because it's something that should be(in my opinion) implemented into every character because it's basically taking classic mugen a step further.

Deadpool is finished and I added a MK Pit 1 style stage death to a Street Fighter 1 stage i'm making. So theirs two new features to look forward to. I'll think about the Killer Instinct stuff but no guarantees it will make it into the next update because those stage sprites look really horrible and I don't have the desire/will to make those stages at the moment, LoL. Who knows maybe someone will contribute them and then i'll gladly add the code.

Test Vid : http://youtu.be/RHU6rX61l0w



.
Last Edit: February 04, 2014, 10:05:49 am by ELECTR0
Re: Interactive Mugen Discussion
#26  February 04, 2014, 05:09:38 pm
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Seeing that test video makes me a happy kid, now with the KI stages, i know Exshadow made a high-res version of Orchid's rooftop, which allowed people to be knocked off in the original IIRC, and he's also made remakes of some other rooftop stages from KI, thunder and eyedol's stages have been remade in HD recently too, but they're for 720p unless you're looking for lowres but not ugly haha
Re: Interactive Mugen Discussion
#27  February 04, 2014, 06:17:09 pm
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I'll look into it. If nothing needs to be changed inside of the stages then I will add it to the DLC list for the next release. By the way when you said roottop, it suddenly sparked a killer idea for a stage which I will share later >:D
Last Edit: February 04, 2014, 06:21:52 pm by ELECTR0
Re: Interactive Mugen Discussion
#28  February 04, 2014, 10:41:43 pm
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I'll definitely be looking forward to it :)
Re: Interactive Mugen Discussion
#29  February 05, 2014, 05:44:23 pm
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Double post, but i found a pretty mean bug, present in Zangief by Alexei Roschak and Jin Kazama by Byakko

basically when you jump they go invisible, I think Jin may do that because all of his sprites aren't complete so that could be the issue with him, but it didn't start with Zangief till after i added the -2, cns, and AIR code.

Re: Interactive Mugen Discussion
#30  February 05, 2014, 06:54:35 pm
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jin sprites are complete lol
]
Re: Interactive Mugen Discussion
#31  February 05, 2014, 07:57:13 pm
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are they all included in his latest beta release?
Re: Interactive Mugen Discussion
#32  February 05, 2014, 08:54:05 pm
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It worked fine for me. Make sure to add the -2 code directly below [StateDef -2] and above the characters other -2 stuff. Characters that use a lot of Vars in there -2 state will try to override whats below them. I see that I did not explain this properly in the instructions of the updater, so I will remedy that for the next release. I do not and will not be using any Vars in my code so it will never effect the Vars in your characters.
Last Edit: February 06, 2014, 12:49:40 am by ELECTR0
Re: Interactive Mugen Discussion
#33  February 05, 2014, 10:28:47 pm
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alright cool thanks, I'll be on the look out for that next time
Re: Interactive Mugen Discussion
#34  February 08, 2014, 12:08:34 am
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hi ELECTRO...
you think about putting this stage?:

.
.
.
.

^^^^ great update, friend XD
Re: Interactive Mugen Discussion
#35  February 08, 2014, 01:11:20 am
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That stage was made by Immortal Syn and I read a few years back that it's exclusive to his site. I'll look into making something similar, like Sprial's stage from X-Men Children of the Atom.
Re: Interactive Mugen Discussion
#36  February 11, 2014, 12:31:38 pm
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Testing out stage fatality for Belgrave Square Labs, but the stage and finisher still needs a little bit of work.

Updated the video with the finisher completed, whew at least the hard work is done. Just gotta add a few more elements to the stage and do the other finisher.

Finisher 1 complete



Finisher 2 complete

Last Edit: September 30, 2014, 10:47:54 pm by ELECTR0
Re: Interactive Mugen Discussion
#37  March 05, 2014, 03:48:12 am
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just saw your videos and holy crap!

just a question, I downloaded the interactive mugen package though would I need to use that for the interactive code or could I use it on my existing mugen file? just wondering cause I want to add this interaction code to my mugen chars (save for a few bosses such as Apocalypse, Onslaught, Abyss, Giygas, and a few others.)

Besides the Eternal Champions stages are in desperate need of updates since the last ones were done by Juan Carlos back in the Winmugen days (somehow they became glitched in Mugen 1.0 and 1.1)
Re: Interactive Mugen Discussion
#38  March 15, 2014, 10:09:09 pm
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As long as you are using Mugen 1.0 or 1.1 then you can use the Screenpack installer for your own game instead of using the Interactive Mugen. After that just use the Character updater on the characters in your game.
Re: Interactive Mugen Discussion
#39  May 13, 2014, 08:43:25 am
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Here is another sneak peek at what's coming for the second IM pack. This Interactive stage is from Shinobi 3. It has all the elements from the stage like jet surf board riding, airo Jets dropping bombs, sunken tanker to jump off of and water mines to dodge. I still havn't decided what i'm going to do for shadows/reflections and sound effects so please ignore those elements for now. I'll be showing a few more tests soon, but I want a few things to be a surprise for the release. Once i'm closer to being finished i'll send the beta over to Taybear for testing.

Last Edit: September 30, 2014, 10:47:03 pm by ELECTR0

ink

Re: Interactive Mugen Discussion
#40  May 13, 2014, 02:18:32 pm
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Very awesome!
Re: Interactive Mugen Discussion
#41  May 14, 2014, 02:21:32 am
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Very awesome!

Thanks! Are u the same Ink who is an comic artist and did a lot of Freedom Force meshes/skins? By the way i'm luving your new SF3 sprites.
Re: Interactive Mugen Discussion
#42  May 27, 2014, 09:46:01 pm
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So this looks amazing but I have a million questions.
I wanted to make my stage interactive. I figure the uppercut over the wall would be the easiest/best one. But how the heck do I do it??
I decided to try and look through the stages for info, but there's nothing in Guile's stage about the box breaking. Heck I dont even see anything about the crate in the def.

How do I make stages interactive??
Oyea, the stage is in my sig if you want to take a look.
           
Re: Interactive Mugen Discussion
#43  June 26, 2014, 03:53:58 pm
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More Shinobi 3 stuff to show off. You can bust a box & pick up weapons to throw, bombs to avoid, power to collect & enemies to fight.




So this looks amazing but I have a million questions.
I wanted to make my stage interactive. I figure the uppercut over the wall would be the easiest/best one. But how the heck do I do it??
I decided to try and look through the stages for info, but there's nothing in Guile's stage about the box breaking. Heck I dont even see anything about the crate in the def.

How do I make stages interactive??
Oyea, the stage is in my sig if you want to take a look.

The stage does nothing. All the code is in the character & all the sprites are in the screenpack. To knock a person over a wall in the backdrop, you would need to have a trigger to read when the person is being hit for the last time in the final round in one of your hitdefs in your character. The wall sprite would need to be in your screenpack overlaying the wall in your stage. Finally you need to make a custom gethit state to send your opponent to & make them fly over the wall. Download IM#1 & look at the trigger in KungFu Man's hitdef 410, which sends the opponent to custom state 889320. For the wall sprite to show up in game you need to spawn a helper from your characters [Statedef -2] & have the helper make an explode which stays on screen forever. Again look at what I did for KunFu Man's -2 state for "Howard Arena" & stateno 889323.
Last Edit: September 30, 2014, 10:46:36 pm by ELECTR0
Re: Interactive Mugen Discussion
#44  June 26, 2014, 05:09:58 pm
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I always like your style man, keep up the detailed work.
Re: Interactive Mugen Discussion
#45  June 27, 2014, 12:10:31 am
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Thanks! I'm in need of a few beta testers if anyone is interested.
Re: Interactive Mugen Discussion
#46  June 27, 2014, 02:27:16 pm
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Sure, send my way.
Re: Interactive Mugen Discussion
#47  June 27, 2014, 04:01:11 pm
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Going to pack in another full day of working on it, so I'll send the link via PM later tonight & thanks Big Boss.
Re: Interactive Mugen Discussion
#48  June 27, 2014, 04:30:34 pm
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Np my man and that sounds great.
Re: Interactive Mugen Discussion
#49  July 20, 2014, 04:17:37 am
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Testing again for IM#2. Thanks to DJ_HannibalRoyce for his cool Mareep sheep stage. There are some elements that still need to be polished in the code but for the most part it's all here and working.



Edit : Woops i forgot to thank Taybear for his MK Pit stage.
Last Edit: September 30, 2014, 10:46:11 pm by ELECTR0
Re: Interactive Mugen Discussion
#50  July 21, 2014, 08:01:22 am
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Now that I've reached the halfway mark on what I wanted to add to IM#2. It's time to release a public beta. There is no character updater for the new content yet so just run with KFM for now.

Link : Removed

New content :

Belgrave Square Labs - Knock opponent into a trap door on final hit of the match. (do a standing/crouching standard melee attack while standing in front of the death chamber in center of the stage.)

Belgrave Square Labs - Knock opponent into the death chamber on final hit of the match. (do a standing/crouching standard melee attack while standing just before you reach the computers to the left side of the stage.)

Shinobi 3 destruction - Surfing and avoiding hazards/enemies.

Shinobi 3 Forest - Collecting stuff and avoiding hazards/enemies.

Deadpool - Knock opponent into deadpool on final hit of match. (must be done with an attack that angles upward.)

Pit - Knock opponent into the pit on final hit of match. (you and opponent must both be on the ground for final hit.)

China SF1 - Knock opponent off the wall on final hit of match. (you and opponent must both be on the ground for final hit)

Mareep - Knock sheep around
Last Edit: September 30, 2014, 10:38:43 pm by ELECTR0
Re: Interactive Mugen Discussion
#51  July 22, 2014, 05:18:38 am
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I LOVE EVERYTHING ABOUT THIS! THANK YOU AGAIN SO MUCH FOR USING MY MAREEP STAGE. #interactivemugen #electr0udaman #firstinteractivepokemonmugenstage #muahahahahahaha
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Re: Interactive Mugen Discussion
#52  September 30, 2014, 10:43:09 pm
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The second update is not far from release. It's been a while since I've shown any update footage so here is the latest addition. Death by train & stage by Old Gamer.

Re: Interactive Mugen Discussion
#53  October 01, 2014, 04:09:08 am
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Holy crap, that's awesome. Looking forward to the update more and more.
Re: Interactive Mugen Discussion
#54  October 01, 2014, 04:24:00 am
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old gamer is gonna be STOKED when he sees this! Amazing job Electr0!
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Re: Interactive Mugen Discussion
#55  October 01, 2014, 05:07:18 am
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Oh shit!!  :shocked2:  Lmao thats hot man!!!

Im sharing that vid on FB!!
Re: Interactive Mugen Discussion
#56  October 01, 2014, 05:11:57 am
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Re: Interactive Mugen Discussion
#57  October 01, 2014, 05:19:07 am
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Re: Interactive Mugen Discussion
#58  October 01, 2014, 07:36:06 am
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NICE!!!!

Gonna download this and wait for the character updater for the new stuff. This is awesome!
Re: Interactive Mugen Discussion
#59  October 01, 2014, 08:07:57 am
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Holy crap, that's awesome. Looking forward to the update more and more.

Tay, DJ and Demon just wait to you see the grand finale teaser! I saved the best for last and seriously don't see how i'm going to top myself for pack #3 after you lay your eyes on these new finishers. I'll post last teaser next week soon as OG gives me a few sprites.

NICE!!!!

Gonna download this and wait for the character updater for the new stuff. This is awesome!

I would just wait a week or two Lucky Dearly for the next update. So you don't have to go back and re-add code again, just do it all at one time. Plus i'll have a better video of how to install everything into your own Mugen.



Re: Interactive Mugen Discussion
#60  October 01, 2014, 08:40:59 am
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I'm holding you to that bro! I'll be on the look out ;)
Re: Interactive Mugen Discussion
#61  October 01, 2014, 10:43:15 am
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cool! i'll be waiting for that.
Re: Interactive Mugen Discussion
#62  October 05, 2014, 08:57:06 am
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This is not the final teaser video that I was talking about before, but something I started work on today & thought it was far enough along in the process to make a quick teaser vid. There are two finishers for the stage, one is a ringout like in RBFF and the other is getting smashed by the train. Probably the hardest finishers I have made so far code wise. In a couple of days I should have worked out the kinks and added the missing train sprites.

Re: Interactive Mugen Discussion
#63  October 05, 2014, 09:10:30 am
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Nice!!! I'm liking what I'm seeing here.
Re: Interactive Mugen Discussion
#64  October 05, 2014, 04:19:07 pm
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 o_O what the fuck??? Lmao that train stage is hilarious man  lol  :sugoi:
Re: Interactive Mugen Discussion
#65  October 05, 2014, 06:34:13 pm
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Indeed that is some classic mugen humor watched the video three times to make sure I catch every detail of the stage but the part where he is in the train on the left is hilarious.
Re: Interactive Mugen Discussion
#66  October 05, 2014, 07:11:03 pm
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Indeed that is some classic mugen humor watched the video three times to make sure I catch every detail of the stage but the part where he is in the train on the left is hilarious.

yeah thats the side that had me laughin when it took him away lol

If you could use the interactive sound code trick that syn used to do for his stages that would be cool too haha
Re: Interactive Mugen Discussion
#67  October 09, 2014, 03:16:54 am
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One week to go before release. I thought i'd show off some non finisher features since I've shown enough of those already. I had fun making the Boss Edi .E as a hazard. He has a mind all his own and never know what he's going to do. :Mr-T:

Re: Interactive Mugen Discussion
#68  October 09, 2014, 03:50:01 am
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HOT!
Re: Interactive Mugen Discussion
#69  October 10, 2014, 03:30:20 am
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Another finisher test. My favorite one so far.

Re: Interactive Mugen Discussion
#70  October 10, 2014, 03:34:52 am
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Another finisher test. My favorite one so far.

[youtube]http://youtu.be/k_SN7U1Crb0[/youtube]

Nice stage finisher, man! I have question for you: Based on that train stage, can this support Virtua Fighter ring-outs?? And DoA style stage transitions??
Re: Interactive Mugen Discussion
#71  October 10, 2014, 03:42:13 am
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Sure anything is possible Black Hatter. The ringout would work just like the fatal fury ringout, but I would have to figure out how to do a DoA style stage, but i'm sure I could. Maybe in a future update i'll try to do some level jumping stages.
Re: Interactive Mugen Discussion
#72  October 10, 2014, 03:43:52 am
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Sure anything is possible Black Hatter. The ringout would work just like the fatal fury ringout, but I would have to figure out how to do a DoA style stage, but i'm sure I could. Maybe in a future update i'll try to do some level jumping stages.

WOW. You sir, are amazing. My dreams of a Street Fighter vs Dead or Alive might actually come true! :D
Do what you must, ELECTR0. I fully support this %1,000,000!!
EDIT: For DoA style stages, wouldn't they work like Mortal Kombat, since that's where the idea originally came from??
Re: Interactive Mugen Discussion
#73  October 10, 2014, 04:32:24 am
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 :fear: That came out sick!! LOL

Sure anything is possible Black Hatter. The ringout would work just like the fatal fury ringout, but I would have to figure out how to do a DoA style stage, but i'm sure I could. Maybe in a future update i'll try to do some level jumping stages.


yeah like from this game here  :twisted:


Spoiler, click to toggle visibilty
Re: Interactive Mugen Discussion
#74  October 10, 2014, 08:39:41 am
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Awesome stage finish there!

I'd like to see the stage translations from Mortal Kombat 3/Ultimate MK3/MK Trilogy implemented. Also hope to see more Eternal Champions stage finishes, maybe later on Way of the Warrior stage finishers would be sweet to see.
Re: Interactive Mugen Discussion
#75  October 10, 2014, 08:58:10 am
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omg. a street fighter MUST-HAVE stage!!! wow. good one!
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Re: Interactive Mugen Discussion
#76  October 10, 2014, 04:59:53 pm
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@ DemonKai - Savage Reign looks like a good place to start practicing platform code. I doubt i'll be able to mimic the zoom back and forth as they jump on levels. I might could try some code in the -2 to make them zoom like angledraw when the chars Pos Y is above a certain point, but I don't know what it would do to projectiles and helpers. I'll look into it.

@Lucky Dearly - I'm working on another Eternal Champions finisher right now. :)

@ DJ HannibalRoyce - Thanks! I'm still working on that stage, so it will not look as generic when finished. Just needed a quick excuse to knock someone off a building LoL.
Re: Interactive Mugen Discussion
#77  October 11, 2014, 07:58:48 am
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cool, can't wait to see which stage it is.
Re: Interactive Mugen Discussion
#78  October 12, 2014, 11:45:04 am
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Final test/teaser video. There is more in the pack than has been shown but I want the rest to be a surprise. Going to spend the next few days fixing a few bugs and hopefully by Wednesday the update should be ready for release.

Re: Interactive Mugen Discussion
#79  October 13, 2014, 02:45:55 am
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nice! loving that stage fatality in Zangief's stage. Can't wait till wednesday
Re: Interactive Mugen Discussion
#80  October 13, 2014, 04:29:27 am
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LOL aw man that was great!!
Re: Interactive Mugen Discussion
#81  October 13, 2014, 04:11:13 pm
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So you basically code the stages in the chars ? Well most or some parts of it right ?
It's perfect for a fullgame tho
Re: Interactive Mugen Discussion
#82  October 13, 2014, 06:50:22 pm
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Code copy/pasted to char & sprites held in your screenpack. My intentions are for everything to work in your own Mugen game, but you are right, if your using the code and on a certain stage then they would be part of a closed game environment till you left that stage. Other than that nothing activates. I'm also not using any varsets outside of helpers so the code won't affect a way a character is coded.
Last Edit: October 13, 2014, 06:56:29 pm by ELECTR0
Re: Interactive Mugen Discussion
#83  October 14, 2014, 12:07:07 am
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This keeps getting better and better!

I was thinking, if you do get the platform code working, you should make it so the characters can stand on the subway train.
           
Re: Interactive Mugen Discussion
#84  October 15, 2014, 12:56:07 am
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@ELECTR0: hey I have one last question. If you've played dissidia final fantasy, then you might know aboyt the transitions in the chaos shrine between the shrine and the roof, and also the wall damage system. I wanna ask if this can ball be translated to a 2d plane, and thanks
Re: Interactive Mugen Discussion
#85  October 15, 2014, 09:28:48 pm
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Code copy/pasted to char & sprites held in your screenpack. My intentions are for everything to work in your own Mugen game, but you are right, if your using the code and on a certain stage then they would be part of a closed game environment till you left that stage. Other than that nothing activates. I'm also not using any varsets outside of helpers so the code won't affect a way a character is coded.
No vars ? Woah this is impressive, i gotta use vars all the time for this kind of stuff!
Anyways keep up the good work, it's also very creative :P
Re: Interactive Mugen Discussion
#86  October 15, 2014, 09:48:02 pm
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No vars ? Woah this is impressive, i gotta use vars all the time for this kind of stuff!
Anyways keep up the good work, it's also very creative :P
He is using vars, just only within helpers.

Electr0, that train stage looks awesome. Loved seeing KFM getting hit by the train. The ring out transition on the left is a little odd because of how it just happens, but that's probably unavoidable.


-[Все слова это только слова.]-
Re: Interactive Mugen Discussion
#87  October 15, 2014, 11:10:03 pm
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@ELECTR0: hey I have one last question. If you've played dissidia final fantasy, then you might know aboyt the transitions in the chaos shrine between the shrine and the roof, and also the wall damage system. I wanna ask if this can ball be translated to a 2d plane, and thanks

Unfamiliar with the game. Havn't played any Final Fantasies except VII.

No vars ? Woah this is impressive, i gotta use vars all the time for this kind of stuff!
Anyways keep up the good work, it's also very creative :P
He is using vars, just only within helpers.

Electr0, that train stage looks awesome. Loved seeing KFM getting hit by the train. The ring out transition on the left is a little odd because of how it just happens, but that's probably unavoidable.



Exactly! Any Vars that are used are in the helper pool, not the character pool. As for the train it works like this : hitbox in the center of the train. If touched character gets 2000 damage & put into custom state, then another hitbox spawns and if anyone else is standing in the train they are hit by new hitbox & go to custom state to walk out of train area then go back to standing state. Sounds simple to me now, but when I first started I was like, what am I supposed to do to make this all work. I am not a good coder, I just have ideas and try to make them happen anyway I can.
Re: Interactive Mugen Discussion
#88  October 16, 2014, 06:41:56 am
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still can't wait for the update to come out
Re: Interactive Mugen Discussion
#89  October 16, 2014, 06:54:57 am
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Been squashing bugs all day, making video, uploading files, updating installer, making sure I credited who I needed to ect... Soon as I record and upload the tutorial on how to install it, then i'll post it. Trust me i'm about sick of looking at it so i'm ready to post it as well. Probably in under an hour I should be ready.
Re: Interactive Mugen Discussion
#90  October 16, 2014, 05:31:21 pm
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@ELECTR0: Pretty overdue, but:
http://www.youtube.com/watch?v=YOHTfrQ0zQI&hd=1
Best video I can find

Ignoring the awesome 3d gameplay, you can see that when P1 bashes P2 into the stage boundaries, a wall sort of appears, dealing damage to P2. Oh, and there was a hole on the top floor where if you fall down, you go to the bottom floor. After some critical thinking, I'm %100 sure that the second part is impossible to translate into a 2D plane,
but I'm %100 percent sure that the first part is possible.

You should be proud of yourself, this is the most innovative MUGEN tool I've seen right after Cybaster's stage creation tool. I definitely look forward to using this in a future MUGEN project.
Re: Interactive Mugen Discussion
#91  October 18, 2014, 05:02:42 am
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@Electro

Just had some ideas for possible stage finishes for street fighter stages.

Cammy stage from SSF2/SSF2T is set on a bridge, possible Pit or Pit 2 style finish could be done here.

Adon's stage from SFA2 could have a Fatal Fury 3 knock into the water type finisher

the waterfall stage from SFA2 also could have a knock off into the falls type finisher.

Rolento's stage from SFA2 could be an ideal stage for a knock off the platform the fighters are fighting on, maybe like the stage knock off in Hon-Fu's stage from Fatal Fury 3.
Re: Interactive Mugen Discussion
#92  November 05, 2014, 09:32:20 am
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Re: Interactive Mugen Discussion
#93  November 08, 2014, 04:09:51 pm
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Oh hell yeah that colab must happen. No question about it^^
Re: Interactive Mugen Discussion
#94  November 18, 2014, 08:04:06 am
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caught a error from Ash Williams by lumppowraca

here's the error code

Error detected.

Need at least one state controller
Error in [Statedef -2]
Error in ASH.cns:50178
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/ASH/ASH.def
Error loading p2
Re: Interactive Mugen Discussion
#95  November 18, 2014, 01:35:11 pm
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You and the creator Rent are taking Mugen to a whole new level.... Final fight stage is awesome..... question for the interactive stages to work you have to code a little something in every character for the stage to work correct?
Re: Interactive Mugen Discussion
#96  November 18, 2014, 04:04:15 pm
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Wanna colab in the future?

not trying to steal your shine but as you see I am experienced in this field also:

Spoiler, click to toggle visibilty

I am happy to see someone else taking global interactivity seriously.


Sorry took so long to respond & yes I would gladly accept your help.

caught a error from Ash Williams by lumppowraca

here's the error code

Error detected.

Need at least one state controller
Error in [Statedef -2]
Error in ASH.cns:50178
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/ASH/ASH.def
Error loading p2

Looking into it now.

You and the creator Rent are taking Mugen to a whole new level.... Final fight stage is awesome..... question for the interactive stages to work you have to code a little something in every character for the stage to work correct?

Yes. Code & hitbox in chars with the sprites held in screenpack.
Re: Interactive Mugen Discussion
#97  November 19, 2014, 03:23:37 am
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cool

oh, just wondering what do we do if a character has no [statedef 2] in their cns
Re: Interactive Mugen Discussion
#98  November 19, 2014, 04:04:28 am
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Just write [statedef -2] ;)
Re: Interactive Mugen Discussion
#99  November 19, 2014, 09:04:49 am
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okay I'll do that