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-SyN's- W.I.P. Thread (Mugen Gear add on Vid added) (Read 29547 times)

Started by Yeah I came Back -_-, August 29, 2012, 10:37:53 pm
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-SyN's- W.I.P. Thread (Mugen Gear add on Vid added)
#1  August 29, 2012, 10:37:53 pm
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Well now I got my Lappy back plus I am on the road alot because of work, I can finally do some mugen work during my spare time out of time in my hotel room. Man I was bored as hell and had to use my cell phone to try to keep updated with the mugen world. Anyway, I have did most of Strider Hiryu over for 1.0 only. Sorry folks, no more winmugen from me.

Also I will try to update my past downloads to 1.0 but anyway strider Hiryu is getting a reboot from me and he is fairly 50 percent done. Basics, requireds, get hits, my clsn's were decent so no problems there. A new Striker/Assist System will be implemented into the character and a new style of hyper ports as well. I no longer want any pots style comparisons with my work because seeing the word, "pots style" is really becoming an eye sore... Bad enough we have ppl like Jmorphman who basically replicates his style although his/her works are very good,

Anyway Winmugen strider was lacking an special intro Vs KojiroBADNESS' Hattori Hanzo so this version will have one and it will be somewhat cinematic.

Strider Hiryu vs Hanzo (SyN's Intro for KojiroBADNESS' Hanzo)

Anyway More to come plus Alien MotherShip V2.1, Meteor Storm V3, StriderHQ v2, and alot of my interactive works that hasn't made it to light.
Last Edit: February 10, 2013, 10:22:56 pm by -SyN-
Re: -SyN's- W.I.P. Thread
#2  August 29, 2012, 10:44:06 pm
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Minor note: Hattori's line should be "or what your objective is," not "or what is your objective." Sounds more natural.
Re: -SyN's- W.I.P. Thread
#3  August 29, 2012, 10:59:54 pm
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That's a pretty fucking epic intro right there.

I'm glad to see you are back into mugen bro. I'll hit you up when I can pretty soon.

Also, Jango is right...it just sounds better.
"We need other people in order to create the circumstances for the learning that we are here to generate" RIP Adam Yauch aka MCA
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Re: -SyN's- W.I.P. Thread
#4  August 29, 2012, 11:17:56 pm
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Last Edit: August 29, 2012, 11:23:36 pm by ink

2OS

Re: -SyN's- W.I.P. Thread
#5  August 30, 2012, 12:18:30 am
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lol'd at becoming an eye sore. it has been an eye sore for roughly half a decade.

though i ( tremendously,utterly,immensely,insertothersynonymshere ) discourage it, there is nothing wrong or bad about absolute replication. even those who do that are learning simply because they're doing. then of course they contribute solid stuff publicly.


let's not make this the pinnacle of this topic. best of luck with everything. i'm a visual/code resource if necessary.
Last Edit: August 30, 2012, 12:24:59 am by 2OS
Re: -SyN's- W.I.P. Thread
#6  August 30, 2012, 12:42:33 am
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I didnt mean no harm with the pots style issue just so you know.
Also thanks for the offer.

@Jango, Ill fix that. thanks.

@MaxBeta, I felt powerless without my lappy. It's good  to be back officially now.

@Ink, can't wait for those sprites to be finished. And Thanks.
Last Edit: August 30, 2012, 12:56:09 am by -SyN-

2OS

Re: -SyN's- W.I.P. Thread
#7  August 30, 2012, 12:55:04 am
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i know but with the way you worded it someone else could misinterpret it as harmful and a not needed episode could brew from that.

NoZ

Re: -SyN's- W.I.P. Thread
#8  August 30, 2012, 03:03:53 am
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Holy shit that intro looks so damn sexy,good job bro :yippi:
Re: -SyN's- W.I.P. Thread
#9  August 30, 2012, 08:38:30 am
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 Syn's back!
Definitely looking forward to future updates on my main guy, Strider.  :swoon:
Re: -SyN's- W.I.P. Thread
#10  August 30, 2012, 05:54:14 pm
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that intro feels like a rivally duel but i like it awesome!!
Re: -SyN's- W.I.P. Thread
#11  August 31, 2012, 06:32:28 am
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SyN, here is a double-feature of us welcoming you back.



Last Edit: September 14, 2012, 04:45:18 am by Uche_of_MFG
Re: -SyN's- W.I.P. Thread
#12  September 13, 2012, 04:37:59 pm
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Just posting some info in relation to this topic, I managed to get team mode working properly where two human players can control their own character concerning my minigame projects. But due to mugens limitations, this is the route I will go:

Main menu:
  • 1 PLAYER (MODE A) = Arcade Mode
  • 1 PLAYER (MODE B) = Versus Mode
  • 2 PLAYERS (MODE A) = Team Co-OP (Also Arcade Mode)
  • 2 PLAYERS (MODE B) = Team VS
Mode A you can select the mini game you want to play, mugen does it for you
Mode B you can choose what mini game you want to play but in 2 player mode, the ai controls your partner, also if you attempt to press ctrl+3, p1 controls both simultaneously....

For the most part i got what I wanted, but with mugens limitations, oh well, I guess it's a price I pay for NOT FOLLOWING NORMAL MUGEN TRENDS....

There I said it. :P
Re: -SyN's- W.I.P. Thread
#13  September 14, 2012, 06:42:06 am
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Sounds like a suitable idea and very creative my friend. Good luck on completing this epic project.
Re: -SyN's- W.I.P. Thread
#14  September 17, 2012, 01:34:26 pm
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Thanks.



Co-op mode coming along nicely btw. I will start the boss coding first before I do regular enemies since the bosses will require alot more attention, interaction, and its own system. and if anyone asks, This is for 1.0
Re: -SyN's- W.I.P. Thread
#15  September 17, 2012, 11:19:19 pm
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If you need a announcer for the game over, count down. I have some clean rips that might workout for ya.
Re: -SyN's- W.I.P. Thread
#16  September 17, 2012, 11:27:18 pm
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I'm really glad all your stuff is begin developed for (or ported to) 1.0.
It's the standard now, and it was sad to see all this great coding and originality going to waste because it wasn't compatible anymore. :)

Everything sounds cool. Good luck. ;)

PS : any plans to bring back your older interactive creations in 1.0 (Temple of the Damned, Training Room, etc.) ?
Re: -SyN's- W.I.P. Thread
#17  September 19, 2012, 03:44:27 pm
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Yes. I plan on recoding everything for 1.0. Requiem of the Damned is already available for 1.0 but got alot of complaints about it because ppl said they cant use it and it makes their mugen crash. Reason why, especially those with the retarded pokemon size rosters is that they have winmugen and 1.0 chars mixed up in their rosters when I clearly stated that this stage is for 1.0 characters only.  I guess they overlooked that and seen that it was a 1.0 stage and didn't care about the other warnings. Typical mugen heads lol.

Oh well but anyway, everything will be remade for 1.0.

Spoiler, click to toggle visibilty
Re: -SyN's- W.I.P. Thread
#18  September 19, 2012, 07:53:31 pm
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Great to see you back.  Can't wait to try that Neon Night Riders mine game.  About the play control for that, if up moves the character, how did you set up jump? is it super jump, or a double up tap or something?
Re: -SyN's- W.I.P. Thread
#19  September 20, 2012, 07:34:28 pm
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well, I kinda created my own platform style movement in mugen also I had to override alot of basic and default behaviours via a few changestates when walking, jumping, crouching, etc into a custom standing state. in that custom  standing state, i have given  the player control for attacking but when pressing up or down the ctrlset value is 0 so i can move my player down or up without it crouching or jumping. here is a small example of what I did.

Code:
[State -1, Platform Style Movement]
type = VelSet
triggerall = enemy,name = "NNR"
triggerall = enemy,authorname = "ImmortaL -SyN-"
triggerall = statetype != A
triggerall = movetype != A
trigger1 = enemy,var(0) = 1
trigger1 = enemy,var(3) >= 400
x = ifelse((command = "holdfwd"),const(velocity.walk.fwd.x)*1.25,ifelse((command = "holdback"),const(velocity.walk.back.x)*1.25,0))
y = ifelse(((command = "holdup" && enemy,var(3) < 4551 && pos y > -142.3*2) || (command = "holdup" && enemy,var(3) >= 4551 && pos y > -175.5*2)) ,-2.5*1.25,ifelse((command = "holddown" && pos y < -88.72*2),2.5*1.25,0))
ignorehitpause = 1

[State -1, Override certain states]
type = ChangeState
triggerall = enemy,name = "NNR"
triggerall = enemy,authorname = "ImmortaL -SyN-"
triggerall = Statetype != A
triggerall = enemy,var(0) = 1
trigger1 = (roundstate = 2 && stateno = 0) && time = [0,1]
trigger2 = (roundstate = 2 && stateno = 20) && time = [0,1]
trigger3 = (roundstate = 2 && (stateno = 10 || stateno = 11)) && time = [0,1]
trigger4 = (roundstate = 2 && stateno = 40) && time = [0,1]
value = 99998804

[State -1, Platform Sytle Game Landing]
type = ChangeState
triggerall = enemy,name = "NNR"
triggerall = enemy,authorname = "ImmortaL -SyN-"
triggerall = Statetype = A
triggerall = enemy,var(0) = 1
triggerall = enemy,var(3) >= 125
triggerall = statetime > 10
trigger1 = numhelper(99998890)
trigger1 = pos y >= (helper(99998890),fvar(0))
value = 99998806
ctrl = 0
ignorehitpause = 1

i have a helper that binds with your movement but stays in place when the characters statetype is a, the y pos that is, the x pos continues to bind so its like a pos y>= 0 trigger many use for landing tells my character to go into a landing state no matter when part of the screen you are at for that proper platform behaviour.

also in the standing state, the custom one.

Code:
;===========================
;Character Behaviour
;===========================
[Statedef 99998804]
type = s
movetype = i
physics = s
anim = 6666
ctrl = 0

[State 0, PosFreeze]
type = PosFreeze
trigger1 = enemy,var(3) <= 350
value = 1
ignorehitpause = 1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = 1
value = ifelse((enemy,var(3) <= 350),0,1)
ignorehitpause = 1
persistent = 0

State 0, CtrlSet]
type = CtrlSet
trigger1 = enemy,var(3) > 350
value = ifelse((command ="holdup"),0,1)
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = !numpartner
triggerall = prevstateno = 99998803
trigger1 = time = 0
x = 0
y = -115.5*2

[State 0, PosSet]
type = PosSet
trigger1 = numpartner
triggerall = prevstateno = 99998803
trigger1 = time = 0
x = ifelse(id > (partner,id),175,-175)
y = -115.5*2

[State 0, Jump]
type = changestate
trigger1 = command = "holdup"
trigger1 = command = "a" || command = "b" || command = "c"
value = 99998805
persistent = 0

[State 0, Turning]
type = changestate
trigger1 = command = "holdback"
value = 99998807
persistent = 0

;----------------------------------------------
;Jump (TMNT Mini Game Only)
;----------------------------------------------
[Statedef 99998805]
type = A
movetype = I
physics = N

[State 0, CtrlSet]
type = CtrlSet
trigger1 = statetime > 10
value = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 1
y = const(velocity.jump.y)

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = time > 15
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 0, VelAdd]
type = VelAdd
trigger1 = statetime <= 30
x = ifelse(command = "holdfwd",.0561,ifelse(command ="holdback",-.0561,0))
y = ifelse(command = "holdup",-.1261,ifelse(command ="holddown",.0561,0))
ignorehitpause = 1

[State 0, Gravity]
type = Gravity
trigger1 = time > 1

;===============================================================
;Landing
;===============================================================
[Statedef 99998806]
type = S
anim = 12
ctrl = 0
velset = 0,0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = helper(99998890),fvar(0)
ignorehitpause = 1
persistent = 0

[State 0, Jump]
type = changestate
trigger1 = command = "holdup"
trigger1 = command = "a" || command = "b" || command = "c"
value = 99998805
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 99998804
ignorehitpause = 1

;===============================================================
;Turning
;===============================================================
[Statedef 99998807]
type = S
anim = 5

[State 0, Turn]
type = Turn
trigger1 = time = 0
ignorehitpause = 1
persistent = 0

[State 0, Jump]
type = changestate
trigger1 = command = "holdup"
trigger1 = command = "a" || command = "b" || command = "c"
value = 99998805
persistent = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 99998804
ignorehitpause = 1

;==============================================================
;TMNT Minigame Character System Helper
;==============================================================
[Statedef 99998890]
type = s
anim = 6666
physics = s

[State 0, PosSet]
type = PosSet
trigger1 = 1
x = root,pos x
ignorehitpause = 1

[State 0, PosSet]
type = PosSet
trigger1 = root,statetype != A
y = root,pos y
ignorehitpause = 1

[State 0, Y Position ID for landing]
type = VarSet
trigger1 = root,statetype = A
fvar(0) = pos y
ignorehitpause = 1

I coded my own system states for this but in the custom standing states, moving up or down disables control so that helps eliminate jumping or crouching, and with that, you can hold up or up,fwd, or up,back and either a,b, or c to jump.
Last Edit: September 20, 2012, 07:48:50 pm by -SyN-
Re: -SyN's- W.I.P. Thread
#20  September 20, 2012, 07:44:26 pm
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School is in and the teacher just gave us a new lesson.