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Interactive Mugen Discussion  (Read 16564 times)

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