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Interactive Mugen Discussion  (Read 16568 times)

Started by ELECTR0, February 03, 2014, 04:14:53 am
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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.

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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



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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?:

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^^^^ 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

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