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My IKEMEN WIPs: interactive stages (Read 76820 times)

Started by Lasombra Demon, June 10, 2021, 02:04:20 PM
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My IKEMEN WIPs: interactive stages
#1  June 10, 2021, 02:04:20 PM
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As of right now, I've started working on interactive stages for IKEMEN.

So far I have some ideas for World Heroes 2 Deathmatch Mode stages.
1-Two conveyor belts that lead to "exploding spike" traps in the stage edge.
2-A center stage button that when hit electrifies the floor and edge walls with electricity.
3-Explosives and threats on the ceiling, so you have to jump carefully.
4-A minefield with "Hydra" mines, that multiply every time they hit someone.
5-A higher ground "Metal mesh" version with spikes that pop from below, in sequence.
6-Two very fast and smaller sawblades, and one big and slow, in an oil field.
7-The opposite of the oil field: an anti gravity stage.
8-The bar Fight: fighters on a table, people from tables throw random stuff at fighters (bottles, trashcans, molotovs, healing food).

I'll try to use ADK-styled sprites, and I've already done the first stage and started the second. If anyone can help me out with a proper conveyor belt sprite, I'll be thankful (current ones are a placeholder).
1-
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#2  June 11, 2021, 03:16:08 PM
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Good ones :)

More ideas

15:50


3:55


2:40 Imagine this pipe expeling toxic gas that send the player to dizzy state.
(There more tricks in this game)


Tigers!
Last Edit: June 11, 2021, 04:36:44 PM by Reginukem
Re: My IKEMEN WIPs: interactive stages
#3  June 11, 2021, 05:33:36 PM
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Good ones :)

More ideas

Nice!

The press is perfectly doable. The bus signs/bars/obstacles are a very good idea, too! Having gas to put you into dizzy is totally doable, too. As for the tigers, we can do a full-on gladiatoral arena.

Thing is I'm gonna need help getting sprites, buddy. I have no idea where to go for that.
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#4  June 11, 2021, 09:11:33 PM
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  • ? Who?
? IS that right place even?
Look?
Re: My IKEMEN WIPs: interactive stages
#5  June 11, 2021, 10:33:36 PM
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  • WIP: Tons and tons of IKEMEN stages
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#6  June 23, 2021, 08:49:21 PM
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Hydra Minefield ready.

Almost done with stage 5, too.
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#7  June 25, 2021, 06:24:20 AM
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great.
do you have a water effect. like italy kof95 stage?
Re: My IKEMEN WIPs: interactive stages
#8  July 07, 2021, 02:50:20 PM
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link=???
Re: My IKEMEN WIPs: interactive stages
#9  July 07, 2021, 03:13:16 PM
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Re: My IKEMEN WIPs: interactive stages
#10  July 09, 2021, 06:59:57 AM
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it looks great for a bonus stage.
Re: My IKEMEN WIPs: interactive stages
#11  August 04, 2021, 10:38:38 PM
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Sorry for the lack of updates here.

After all WH1/2 deathmatch stages, all MK stage fatals, some Eternal Champions stage fatals, all Street Fighter 2 interactive objects, and a couple other things... Killer Instinct stage fatals are upcoming.


As usual, IKEMEN only.
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#12  August 05, 2021, 08:48:47 PM
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  • WIP: Tons and tons of IKEMEN stages
My buddy Reginukem gave me a spritesheet for Fatal Fury 2 objects, and this happened:

Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#13  August 05, 2021, 09:55:25 PM
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My buddy Reginukem gave me a spritesheet for Fatal Fury 2 objects, and this happened:

[youtube]https://www.youtube.com/watch?v=3D_LvGRHmIg[/youtube]
so let talk about this.  I remember that ELECTRO made a video guide and tutorial about how to add sprite object to the mugen characters and code it in mugen characters its self for them to interact from animation code and add to the character to read the sprite location to what ever stages is in
here few question I like to know base what I seen but here are my 2 question

1. Did you add the code work in the mugen stage or did you code it in do the character ?
2. How can ikemen has the ability interact to these sprite object ? Is the code in the mugen character or the code are in the mugen stage ?

Because I feel like this is Electro style method that your doing or maybe I might be wrong here ?
Re: My IKEMEN WIPs: interactive stages
#14  August 05, 2021, 11:36:55 PM
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Sorry for the lack of updates here.

After all WH1/2 deathmatch stages, all MK stage fatals, some Eternal Champions stage fatals, all Street Fighter 2 interactive objects, and a couple other things... Killer Instinct stage fatals are upcoming.
[youtube]https://www.youtube.com/watch?v=CctdKU-t_1Y[/youtube]

As usual, IKEMEN only.

I have some of the Tay MK stages but are the other ones out?
Re: My IKEMEN WIPs: interactive stages
#15  August 06, 2021, 12:56:48 PM
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I have some of the Tay MK stages but are the other ones out?

the attachedchar and probably an outdated version of my states are/should be there. but no i haven't released more of the mk stages.

we're working on K.I stages and I have some projects  rn
Re: My IKEMEN WIPs: interactive stages
#16  August 06, 2021, 01:33:01 PM
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  • WIP: Tons and tons of IKEMEN stages
MK and KI stages are gonna be released by Tay, who is the stage/sff developer; other interactives (Fatal Fury, Fighter's History) might be out sooner.

Our launch dates, though, are "When it's done". It's a hobby, after all; no one's getting paid for this.

Also, Tay; talking @ the IKEMEN Discord I found a way to fix a small aesthetic glitch in ALL my stuff. Will update everything that has a fatal in it (MK, KI).

so let talk about this.  I remember that ELECTRO made a video guide and tutorial about how to add sprite object to the mugen characters and code it in mugen characters its self for them to interact from animation code and add to the character to read the sprite location to what ever stages is in
here few question I like to know base what I seen but here are my 2 question

1. Did you add the code work in the mugen stage or did you code it in do the character ?
2. How can ikemen has the ability interact to these sprite object ? Is the code in the mugen character or the code are in the mugen stage ?

Because I feel like this is Electro style method that your doing or maybe I might be wrong here ?
In a way, it's similar to Electr0's method. That is, it's helpers and explods, CNS code (no code copied from Electr0, though). But that's where similarities end.

Electr0's method (and all previous MUGEN stage interactivity workarounds) demanded editing the characters that were going to interact with the stage. This is highly impractical if you have a big roster, or if you download new stuff, etc. Automatization was attempted, but is hardly simple.

IKEMEN just has a feature that allows us to develop an AttachedChar: https://github.com/K4thos/Ikemen_GO/wiki/Stage-features#info_attachedchar

This Attached Char is an independent character that is loaded in no team, and is managed independently from the fight itself; it's called by the stage. And it allows for ALL my stage interactions to be compatible with anything, no code edited.

Just plug and play. For me, it's a gamechanger.


And one of the main reasons I use IKEMEN.
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#17  August 09, 2021, 05:58:46 PM
  • ****
  • Stages & Screen Pack
  • Mugen Creator
    • USA
    • https://jusmugen.forumotion.com/
MK and KI stages are gonna be released by Tay, who is the stage/sff developer; other interactives (Fatal Fury, Fighter's History) might be out sooner.

Our launch dates, though, are "When it's done". It's a hobby, after all; no one's getting paid for this.

Also, Tay; talking @ the IKEMEN Discord I found a way to fix a small aesthetic glitch in ALL my stuff. Will update everything that has a fatal in it (MK, KI).

so let talk about this.  I remember that ELECTRO made a video guide and tutorial about how to add sprite object to the mugen characters and code it in mugen characters its self for them to interact from animation code and add to the character to read the sprite location to what ever stages is in
here few question I like to know base what I seen but here are my 2 question

1. Did you add the code work in the mugen stage or did you code it in do the character ?
2. How can ikemen has the ability interact to these sprite object ? Is the code in the mugen character or the code are in the mugen stage ?

Because I feel like this is Electro style method that your doing or maybe I might be wrong here ?
In a way, it's similar to Electr0's method. That is, it's helpers and explods, CNS code (no code copied from Electr0, though). But that's where similarities end.

Electr0's method (and all previous MUGEN stage interactivity workarounds) demanded editing the characters that were going to interact with the stage. This is highly impractical if you have a big roster, or if you download new stuff, etc. Automatization was attempted, but is hardly simple.

IKEMEN just has a feature that allows us to develop an AttachedChar: https://github.com/K4thos/Ikemen_GO/wiki/Stage-features#info_attachedchar

This Attached Char is an independent character that is loaded in no team, and is managed independently from the fight itself; it's called by the stage. And it allows for ALL my stage interactions to be compatible with anything, no code edited.

Just plug and play. For me, it's a gamechanger.


And one of the main reasons I use IKEMEN.
Amazing work and great work, plus I had no idea ikemen can do interactive this good, now I can test for my self and try new thing with it,  Because Im very very good at Ripping sprite from many countless emulators I going to redo my Old Samurai Showdown stages and plan on adding  Object in them.

Re: My IKEMEN WIPs: interactive stages
#18  August 10, 2021, 03:47:54 AM
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Would there be a way of doing stage interactivity where you could have a stage transition based on a enemy health state? Something like Abyss' boss stage from MVC2 being a good example, where it would change based on which version of the boss you fight based on their health level. I'm not sure if something like that would be possible, outside of round to round stage transitions you enter into the stage's def file
Re: My IKEMEN WIPs: interactive stages
#19  August 10, 2021, 08:37:42 PM
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Amazing work and great work, plus I had no idea ikemen can do interactive this good, now I can test for my self and try new thing with it,  Because Im very very good at Ripping sprite from many countless emulators I going to redo my Old Samurai Showdown stages and plan on adding  Object in them.
It's great to hear that! We could use some SamSho stages.

If you want, you can check and edit my SF2 objects to add the SamSho sprites into them: https://www.mediafire.com/file/h4d1xz5ga51ei98/SF2_Interactives.7z/file

Let me know if you need any help with that. I usually hang around discord.

Would there be a way of doing stage interactivity where you could have a stage transition based on a enemy health state? Something like Abyss' boss stage from MVC2 being a good example, where it would change based on which version of the boss you fight based on their health level. I'm not sure if something like that would be possible, outside of round to round stage transitions you enter into the stage's def file
It's completely doable, albeit a bit tedious (you have to make the whole stage as explods/helpers in the AttachedChar). In the next version of IKEMEN it'll be even easier.

But yeah, it's totally possible.
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#20  August 10, 2021, 11:01:13 PM
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That's great to know, so that means we might get more accurate versions of some old Vs game stages where they might even have stage transitions through breakable walls and floors, that's great to know too