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My IKEMEN WIPs: interactive stages (Read 220678 times)

Started by Lasombra Demon, June 10, 2021, 02:04:20 pm
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Re: My IKEMEN WIPs: interactive stages
#41  October 23, 2021, 12:53:37 am
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A ton WIPs with mah buddy Taybear.









Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#42  November 06, 2021, 06:25:38 am
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  • WIP: Tons and tons of IKEMEN stages
My buddy Reginukem developed a single SFF with the WHOLE interactives for this, so... Be on the lookout. Neo Geo DD stages coming up!

Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#43  November 06, 2021, 07:59:52 pm
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  • WIP: Tons and tons of IKEMEN stages
More updates, will add the sounds and FX missing to more stages after the weekend.

Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#44  November 17, 2021, 03:53:23 pm
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  • WIP: Tons and tons of IKEMEN stages
Remember SFvsMK?

Well, it's getting done.

Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#45  November 26, 2021, 07:34:19 pm
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  • WIP: Tons and tons of IKEMEN stages
NEW WIP: MvC1 updated version, accurate to source and using all IKEMEN goodness.

Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#46  November 26, 2021, 09:25:40 pm
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It's not completely accurate, but I doubt those issues can be fixed with the current version of I.K.E.M.E.N GO.
Re: My IKEMEN WIPs: interactive stages
#47  November 26, 2021, 11:44:40 pm
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  • WIP: Tons and tons of IKEMEN stages
Yeah not 100% accurate, that would be a whole other task.

I mean I'd have to start by using Capcom's weird resolution.
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#48  December 30, 2021, 07:36:29 pm
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  • WIP: Tons and tons of IKEMEN stages
More vids coming soon...

Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#49  January 06, 2022, 08:29:08 pm
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  • WIP: Tons and tons of IKEMEN stages
Oh, another WIP... This time a collaboration!
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#50  January 06, 2022, 09:57:00 pm
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DB interactive stages? Let’s go
Re: My IKEMEN WIPs: interactive stages
#51  February 14, 2022, 07:09:12 pm
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  • WIP: Tons and tons of IKEMEN stages
Rise from your grave! Yeah, literally, this stage's a graveyard.

Extra special thanks to my buddy Reginukem who did all the amazing sprite rips. Stay tuned, there will be many, many more.

Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#52  February 18, 2022, 08:44:35 pm
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  • WIP: Tons and tons of IKEMEN stages
Geez, took long enough, eh?

Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#53  February 19, 2022, 03:34:45 pm
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That looks great. Can Ryu also trigger it or is it slash attacks only?
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: My IKEMEN WIPs: interactive stages
#54  February 20, 2022, 02:53:43 am
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  • WIP: Tons and tons of IKEMEN stages
That looks great. Can Ryu also trigger it or is it slash attacks only?
Thanks! Ryu can trigger them, too. I have not yet settled on which system I'll use to try and mimic Samsho's "slash only" thing. This is probably the most complex task ahead code-wise.

First, I can try to identify proper characters which can cut the objects, I'm thinking to take a pool from:
1) Those with the proper anims following our Guild standard, from Messatsu; 8055055 - Bladed or 8055056 - Piercing
and/or
2) Those from a hugeass namelist of Samsho, Last Blade, and blade using chars

So far, so good. But even the proper Genjuro still has kicks, and those would not trigger the effect in the original game... But will do so here. So I should be checking for specific character states/animations for this to be done completely properly... For each character. I will surely leave out a ton of stuff that should hit it and will not be covered. This approach would lead to very few false positives but a ton false negatives.

The alternative is to just have Special and Hyper attacks trigger it, but no normal projectiles (unless, for instance, Captain America's shield or Cham Cham's boomerang? Maybe exceptions?). This will lead to more false positives, but hey Ryu can throw electricity so realism is kinda unneeded.

I'll probably try to code it all with this logic, and let players choose some of it via a config file.
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#55  February 20, 2022, 12:01:15 pm
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First, I can try to identify proper characters which can cut the objects, I'm thinking to take a pool from:
1) Those with the proper anims following our Guild standard, from Messatsu; 8055055 - Bladed or 8055056 - Piercing
and/or
I wish I hadn't stopped using that in my last characters, because more characters would be using it now. ;P

Quote
The alternative is to just have Special and Hyper attacks trigger it, but no normal projectiles (unless, for instance, Captain America's shield or Cham Cham's boomerang? Maybe exceptions?). This will lead to more false positives, but hey Ryu can throw electricity so realism is kinda unneeded.
That's a good compromise, I think. I personally wouldn't care that Shoryuken and Tatsumaki can cut bamboo.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: My IKEMEN WIPs: interactive stages
#56  February 21, 2022, 04:22:04 am
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  • WIP: Tons and tons of IKEMEN stages
That's a good compromise, I think. I personally wouldn't care that Shoryuken and Tatsumaki can cut bamboo.
Thanks! Will take it into account.

More advances, Samsho 2 almost done (some animations of Kei and Oshizu are missing, still have to add sounds).

Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#57  February 21, 2022, 05:00:55 pm
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Looking good, compatriot.
Re: My IKEMEN WIPs: interactive stages
#58  February 23, 2022, 04:10:18 am
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  • WIP: Tons and tons of IKEMEN stages
Looking good, compatriot.
Gracias!

I finished adding sounds and doing the blade-character user detection system.

Tomorrow I have to finish Haohmaru's stage and lower some sounds, and I think we're good to go.

Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#59  March 09, 2022, 09:57:30 pm
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  • WIP: Tons and tons of IKEMEN stages


Coming soon. :D
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#60  March 21, 2022, 09:20:13 am
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  • WIP: Tons and tons of IKEMEN stages
Due to popular request, an improved and highly customizable water effect generator.

Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA