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Alex Kidd Plus - VS style + Games References + Original (Read 226694 times)

Started by DG, October 19, 2021, 02:41:53 AM
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Alex Kidd Plus - VS style + Games References + Original
#1  October 19, 2021, 02:41:53 AM
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Hello everybody from Mugen Guild.

I'm happy that Mugen Guild keeps working after so many years. I'm proud of you guys!

I back to Mugen and I'm working hard to build this new character: Alex Kidd Plus


I took a little sprites rip base from Project X Zone 2 and all the rest are original created from the scratch by myself.

I'm planning to make a good Alex Kidd in a way he was never explored before. Karate skills, jan ken pon and a LOT of references.





Have a nice week!

Cheers,

DG
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Last Edit: October 19, 2021, 02:53:54 AM by DG

DG

Re: Alex Kidd Plus - VS style + Games References + Original
#2  October 21, 2021, 12:56:33 AM
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Normal Pal (Project X Zone 2):


Enchanted Castle Pal:


New Miracle World DX pal:
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Re: Alex Kidd Plus - VS style + Games References + Original
#3  October 21, 2021, 01:31:01 AM
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Re: Alex Kidd Plus - VS style + Games References + Original
#4  October 23, 2021, 01:48:35 AM
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Good to see you back agian, I hope you finish this char. Good sprite work, I'm impressed with this.

PS: And about Protoman, you will back to him in future?

DG

Re: Alex Kidd Plus - VS style + Games References + Original
#5  October 23, 2021, 11:48:59 PM
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Thank you Akito.

For now I have no plans for Protoman, maybe in future...

I'm working hard on Alex. :)
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Re: Alex Kidd Plus - VS style + Games References + Original
#6  October 26, 2021, 11:32:34 PM
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Igul as an assist?
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Re: Alex Kidd Plus - VS style + Games References + Original
#7  October 26, 2021, 11:34:18 PM
  • ****
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That's a CS if I ever saw one. Good stuff!

DG

Re: Alex Kidd Plus - VS style + Games References + Original
#8  October 27, 2021, 12:10:14 AM
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Re: Alex Kidd Plus - VS style + Games References + Original
#9  October 27, 2021, 12:19:53 AM
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Igul as Pit Pot is an assist?
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Re: Alex Kidd Plus - VS style + Games References + Original
#10  October 27, 2021, 03:12:43 AM
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great.
my favorite char when i was a child

DG

Re: Alex Kidd Plus - VS style + Games References + Original
#11  October 27, 2021, 01:06:55 PM
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Re: Alex Kidd Plus - VS style + Games References + Original
#12  October 31, 2021, 12:47:35 PM
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It's incomplete, but looks like a masterpiece.  ;D
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Re: Alex Kidd Plus - VS style + Games References + Original
#13  November 01, 2021, 01:52:16 AM
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Stella:


Invincible Cape:
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Re: Alex Kidd Plus - VS style + Games References + Original
#14  November 03, 2021, 06:57:53 PM
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Hey everybody, I'm looking for someone that speak japanese. I have some Alex Kidds voices and I would like to use it properlly, but I don't understand one single world he says.

Can some japanese or a japanese speaker help me out? Thanks!
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Re: Alex Kidd Plus - VS style + Games References + Original
#15  November 10, 2021, 11:34:20 PM
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Hermit Cane
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Re: Alex Kidd Plus - VS style + Games References + Original
#16  November 16, 2021, 01:26:14 AM
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Intro pose Miracle World
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Re: Alex Kidd Plus - VS style + Games References + Original
#17  November 28, 2021, 05:03:28 PM
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Shinobi Mode - It's a Draft. What do you think?
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Re: Alex Kidd Plus - VS style + Games References + Original
#18  November 29, 2021, 05:02:13 AM
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I'm not an expert, but it looks nice.

DG

Re: Alex Kidd Plus - VS style + Games References + Original
#19  November 30, 2021, 01:04:54 AM
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Re: Alex Kidd Plus - VS style + Games References + Original
#20  November 30, 2021, 01:28:16 AM
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Shuto Uchi - Karate Attack
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Re: Alex Kidd Plus - VS style + Games References + Original
#21  December 01, 2021, 02:25:02 AM
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Shuto Uchi - Left Arm - Karate Attack
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Re: Alex Kidd Plus - VS style + Games References + Original
#22  December 04, 2021, 01:36:12 AM
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Different from the original, this Alex can change motorcycle direction. :)
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Re: Alex Kidd Plus - VS style + Games References + Original
#23  December 06, 2021, 10:50:20 PM
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Alex Kidd The Lost Stars Dash Attack.
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Re: Alex Kidd Plus - VS style + Games References + Original
#24  December 10, 2021, 12:21:46 AM
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Some Mae Geri - Karate Attack sprites

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Re: Alex Kidd Plus - VS style + Games References + Original
#25  December 12, 2021, 03:29:42 AM
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Choku Tsuki (or Miracle World Punch).
Tried to keep the same angle/position from the classic game.
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Re: Alex Kidd Plus - VS style + Games References + Original
#26  December 12, 2021, 06:14:15 PM
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Great work man!

DG

Re: Alex Kidd Plus - VS style + Games References + Original
#27  December 13, 2021, 12:19:24 AM
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Thank you Akito.


Choku Tsuki - right hand (or Enchanted Castle Punch)
Tried to keep the same angle/position from the classic game.
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Re: Alex Kidd Plus - VS style + Games References + Original
#28  December 13, 2021, 11:47:12 PM
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What a very busy intro. :)
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Re: Alex Kidd Plus - VS style + Games References + Original
#29  December 14, 2021, 03:22:35 PM
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High Tech World - Ninja's Forest - Magic Star

What I like more about this picture is Dr. Light's shocking face.  :laugh:
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Re: Alex Kidd Plus - VS style + Games References + Original
#30  December 15, 2021, 12:10:55 AM
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Hello everybody, I want to share part of my plans with Alex and want to get some ideas as well.

Alex Kidd items.

This char will have all the items of all the games. At least the more relevant items.

I decided to group items into 3 sections:


Attack Items

Items he can use more than once.
Some examples: Bracelet Attack, Dash Attack, etc.


Tool Items

Items he just use once, then it disappears.
Some examples: invencible cape, capsule A, etc.


Super Items

Items that make Super attacks. One time item as well.
Some examples: Sukopako motorcycle, Pedicopter, etc.


-------------------

So, I need help with ideas. Alex Kidd will have so many items that I have a "quantity problem".

I thought on 3 options about how to deal with it:


1) Smash Bros Hero mode

To make appear a little menu above the char (or near the portrait or screen bottom) where we see all the items list and choose it to use. More or lass like Hero from Smash Bros. Can be a random list or can appear the complete list. Sky is the limit.


 
NOTE: 1 problem I see with this is: Different from Smash where you can go far from the enemies to have time to breath and choose wapons, in a 2D direct fight like Mugen we will no have time enough.


2) Separated Items + Random Choice

This is how it is today (while I'm creating all the attacks - easer way to test everything).

There are 3 commands to choose items:

QCB + A = choose attack item (random item choice - but do not repeat the last one)
QCB + B = choose tool item (random item choice - but do not repeat the last one)
QCB + C = choose super item (random item choice - but do not repeat the last one)

To execute Attack items: QCF + X / Y / Z
To execute Tool items: QCB + X / Y / Z
To execute Super items: QCF + XY / XZ / YZ

NOTE: At the moment I can repeat the tool items. But it is not fair the possibilitty to repeat tool items like "Invencible Cape". So I need to do something about it. At least to Force a new QCB + B to choose a new tool item again.


3) Dynamic Items

This is a mix of the "Option 2" with "get random items during the fight".

This is would be more like the Classic games. It is more difficult to create but i'm thinking on do this to happen.

The Items blocks and tresure chests can appear during the fight. When breaking the blocks/chests random items is going to appear and he need to touch it to get, like Megaman MvsC.

The stages will not move, because it is a Mugen direct fight not a level progress stage, so I can't make the blocks/chests to be already there (waiting for been destroyed). To sort this problem I have some options iike:

- Alex hits the floor and comes up some blocks and/or chests.
- Just appear like magic into a random place of the stage some blocks/chests
- Assists like Stella can just appear and drop a block/chest.
- A block/chest can fall from the sky
- He can have an attack that he removes from a invisible pocket (like old cartoons) a block to hit it over the enemy - when does that he gets a random item
- ???? need more ideas if you like this option 3 ????

 
-------------

These are some ideas I have to him. I need to decide dome stuffs and any kind of brainstorm is appreciated.


Thanks




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Last Edit: December 17, 2021, 06:31:31 PM by DG

DG

Re: Alex Kidd Plus - VS style + Games References + Original
#31  December 18, 2021, 02:04:15 AM
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Stella - Shinobi World clothes and palette.
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Re: Alex Kidd Plus - VS style + Games References + Original
#32  December 20, 2021, 03:17:51 AM
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Igul Pit Pot with Hammer


Shinobi World Final Version
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Re: Alex Kidd Plus - VS style + Games References + Original
#33  December 24, 2021, 03:39:48 AM
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Intro with Enchanted Castle Map :D
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Re: Alex Kidd Plus - VS style + Games References + Original
#34  December 27, 2021, 10:52:49 PM
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A little late, but trying to decide the best Santa palette for Alex.


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Re: Alex Kidd Plus - VS style + Games References + Original
#35  December 28, 2021, 04:03:51 AM
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I just did it. lol

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Re: Alex Kidd Plus - VS style + Games References + Original
#36  December 28, 2021, 01:55:52 PM
  • ******
Are these sprites going to be used for an intro?

DG

Re: Alex Kidd Plus - VS style + Games References + Original
#37  December 28, 2021, 03:06:15 PM
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Are these sprites going to be used for an intro?

This last one is going to be an alternative palette. I'm making him with the glasses in hide. Hard work but I want this color variation possibility.

Santa costume is going to be an alternative palette as well.

About the other chars like Stella and Igul, they will be assists and will appear in Intro/Win Poses as well.
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Last Edit: December 28, 2021, 06:07:00 PM by DG

DG

Re: Alex Kidd Plus - VS style + Games References + Original
#38  December 30, 2021, 03:20:16 AM
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Some updates:

Sega Master System cover palette



White Ninja sipirit - Shinobi World


Dragon Ball Palettes

Normal Goku:



SSJ Goku (blue t-shirt)



SSJ Goku (without t-shirt)


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Re: Alex Kidd Plus - VS style + Games References + Original
#39  December 31, 2021, 12:43:50 AM
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Miracle World Ghost - just don't break the wrong block
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Re: Alex Kidd Plus - VS style + Games References + Original
#40  January 03, 2022, 03:52:26 AM
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Miracle World's Power Bracelet
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Re: Alex Kidd Plus - VS style + Games References + Original
#41  January 03, 2022, 04:16:02 PM
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Enchanted Castle's Power Bracelet
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Re: Alex Kidd Plus - VS style + Games References + Original
#42  January 05, 2022, 04:45:44 PM
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Shuto Uchi - Full Move
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Re: Alex Kidd Plus - VS style + Games References + Original
#43  January 06, 2022, 04:29:17 AM
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New karate attack: Yama Tsuki
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Re: Alex Kidd Plus - VS style + Games References + Original
#44  January 09, 2022, 01:26:17 AM
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Shuto Uchi - Left Arm - Full Move
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Re: Alex Kidd Plus - VS style + Games References + Original
#45  January 29, 2022, 11:49:46 PM
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Ground Breaker attack.


my treasure chests version :)

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Re: Alex Kidd Plus - VS style + Games References + Original
#46  February 21, 2022, 12:17:05 AM
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Hello everybody, follow bellow a box break/throw showcase, and I take the opportunity to ask help with a issue I had (shown in this video):



As you can see I have a challenge here:

He only throws the boxes created in order. If I want to throw the secound box I need to throw/destroy the first box first.

I need help to make him throw the nearest box - not following helpr creation order.


Follow some codes:

CMD:
Code:
;Block Throw - XYZ
[State -1, Block Throw - XYZ]
type = ChangeState
value = 1501
triggerall = NumHelper(15000) > 0
triggerall = command = "Block_Throw_XYZ"
triggerall = command = "holddown"
;trigger1 = var(35) = 2
;trigger1 = helper(15000),Anim = 15200 || helper(15000),Anim = 15201
trigger1 = (helper(15000),rootdist X = [-40,25])*facing ;ifelse((facing = -1),(helper(15000),rootdist X = [0,45]),(helper(15000),rootdist X = [-45,0])) && (rootdist y = [-45,45])
trigger1 = statetype = C
trigger1 = ctrl


Throw box State:
Code:
; Block Throw - Star Box
[Statedef 1501]
type    = S                     
movetype= A                     
physics = S                     
juggle  = 5                     
velset = 0,0                     
ctrl = 0                         
anim = 1501                       
poweradd = 70                   
sprpriority = 2                 


[State 1501, 3]
type = PlaySnd
trigger1 = AnimElem = 8 ;7
value = 10, 2

;[State 1501, 3]
;type = PlaySnd
;trigger1 = AnimElem = 8
;value = 40, 2

[State 1501, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Box helper state:
Code:
; Star Box: Helper
[Statedef 15000]
type    = A
movetype= A
physics = N
anim = 15000
sprpriority = 3

[State 15000, 1]
type = PosSet
trigger1 = Time = 0
;x = -40 + random%70
y = 0 ;50 ;random%130

[State 15000, 1]
type = PosAdd
triggerall = Time = 0
trigger1 = ScreenPos X >= GameWidth / 2 && Facing
trigger2 = ScreenPos X < GameWidth / 2 && root,Facing = -1
x = -50 + random%100

[State 15000, 1]
type = PosAdd
triggerall = Time = 0
trigger1 = ScreenPos X < GameWidth / 2  && Facing
trigger2 = ScreenPos X >= GameWidth / 2 && root,Facing = -1
x = 0 + random%200


[State 15000, 1]
type = VelSet
trigger1 = Time = 4 ;0
x = ifelse(RootDist X < -5, 1 + random%3, -1 - random%2)
y = -10 ;- random%10


[State 15000, 1] ;Jump Up Dust
type = Explod
trigger1 = Time = 0
persistent = 0
anim = 7100
postype = p1
pos = -8, 3 ;16, 3
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = 4
ownpal = 1
shadow = -1,0,0
trans = addalpha
alpha = 256, 256

[State 15000, 0] ;Ground Crack
type = Explod
trigger1 = Time = 0
persistent = 0
anim = 8415
postype = p1
pos = -12, -8 ;12, -8
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = -5
ownpal = 1
;supermovetime = 1000
ignorehitpause = 1
scale = 0.5,0.5


[State 15000, 1] ;start gravity
type = StateTypeSet
trigger1 = Pos Y < -20
trigger1 = Vel Y < 0
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[state 15000, 2]
type = VelAdd
;trigger1 = Time > 7
trigger1 = Pos Y < -20
trigger1 = Vel Y < 0
y = 0.40

[State 15000, 1] ;fall
type = StateTypeSet
;trigger1 = Time > 50
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -10 && Pos Y < 0
statetype = A
movetype = A
physics = N
ignorehitpause = 1

[State 15000, 3] ;hit floor sound
type = PlaySnd
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5;0
value = 18, 5
persistent = 0

[State 15000, 1] ;Ground Land Dust
type = Explod
;trigger1 = Time > 50
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
persistent = 0
anim = 7102
postype = p1
pos = -4, 0 ;20, 0 ;11, 2
velocity = 0, 0
accel = 0, 0
removetime = -2
sprpriority = -2 ;4
ownpal = 1
supermovetime = -1
removeongethit = 1
shadow = -1,0,0
trans = addalpha
alpha = 256, 256
scale = 0.5,0.5

[State 15000, 1] ;hit floor
type = VelSet
;trigger1 = Time > 50
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
x = 0
y = 0

[State 15000, 1] ;hit floor
type = PosSet
;trigger1 = Time > 50
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
y = 5

[State 15000, 1] ;hit floor
type = StateTypeSet
;trigger1 = Time > 50
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
statetype = S
movetype = I
physics = N
ignorehitpause = 1

[State 15000, 1] ;hit floor
type = StateTypeSet
;trigger1 = Time > 50
trigger1 = Vel X = 0
trigger1 = Vel Y = 0
trigger1 = Pos Y = 5
statetype = S
movetype = I
physics = N
ignorehitpause = 1


;[State 15000, 3]
;type = PlaySnd
;trigger1 = Time > 7
;;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 0
;value = 18, 5
;persistent = 0

[State 15000, 6]
type = HitBy
trigger1 = 1
value = SCA, AA,AT,AP

[State 15000, 7]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP,NA,NP,SP,HP
stateno = 15001
time = -1

[State 15000, 2]
type = HitDef
trigger1 = root,P2Dist X >= -5 ;< -5
;trigger1 = Anim != 15200 || Anim != 15201
trigger1 = Time % 50 = 0 && P2BodyDist X <= 40
attr = A, SP                     
damage = floor(50/(1+(root,Var(19)/5.0))), 8
animtype = Hard                 
guardflag = MA                 
hitflag = MAF                 
priority = 2, Hit               
sprpriority = 3
pausetime = 8, 8 ;0, 4 ;0, 8 ;8, 8 ;2, 2   
guard.sparkno = s8300 ;S8200           
sparkno = s8310+(random%8) ;S8220                     
sparkxy = -2, -40             
hitsound = S15, 4   
guardsound = S16, 0 
ground.type = High               
ground.slidetime = 15
ground.hittime  = 25             
ground.velocity = ifelse(root,facing = -1,3,-3), -2 ;-3, -2
airguard.velocity = -1     
air.type = High                 
air.velocity = ifelse(root,facing = -1,2,-2), 0 ;-2, 0
air.hittime = 25       
fall = 1
air.fall = 1
;p2stateno = 225
;palfx.time = 31
;palfx.add = 160,240,140
;palfx.mul = 80,120,220
;palfx.sinadd = 80, 80, 80, 5

[State 15000, 3]
type = HitDef
trigger1 = root,P2Dist X >= -5 ;< -5
;trigger1 = Anim != 15200 || Anim != 15201
trigger1 = Time % 50 = 0 && P2BodyDist X > 40
attr = A, SP                     
damage = floor(50/(1+(root,Var(19)/5.0))), 9
animtype = Hard                 
guardflag = MA                 
hitflag = MAF                 
priority = 2, Hit               
sprpriority = 3
pausetime = 8, 8 ;0, 4 ;0, 8 ;8, 8 ;3, 3
guard.sparkno = s8300 ;S8200           
sparkno = s8310+(random%8) ;S8220                     
sparkxy = -2, -40             
hitsound = S15, 4   
guardsound = S16, 0               
ground.type = High               
ground.slidetime = 20
ground.hittime  = 25             
ground.velocity = ifelse(root,facing = -1,4,-4) ;-4
airguard.velocity = ifelse(root,facing = -1,5,-5) ;-5
air.type = High                 
air.velocity = -3, 0
air.hittime = 25   
fall = 0
air.fall = 1
;p2stateno = 225
;fall = 1
;air.fall = 1
;palfx.time = 31
;palfx.add = 160,240,140
;palfx.mul = 80,120,220
;palfx.sinadd = 80, 80, 80, 5


[State 15000, 2]
type = HitDef
trigger1 = root,P2Dist X < -5
;trigger1 = Anim != 15200 || Anim != 15201
trigger1 = Time % 50 = 0 && P2BodyDist X <= 40
attr = A, SP                     
damage = floor(50/(1+(root,Var(19)/5.0))), 8
animtype = Hard                 
guardflag = MA                 
hitflag = MAF                 
priority = 2, Hit               
sprpriority = 3
pausetime = 8, 8 ;0, 4 ;0, 8 ;8, 8 ;2, 2   
guard.sparkno = s8300 ;S8200           
sparkno = s8310+(random%8) ;S8220                     
sparkxy = -2, -40             
hitsound = S15, 4   
guardsound = S16, 0 
ground.type = High               
ground.slidetime = 15
ground.hittime  = 25             
ground.velocity = ifelse(root,facing = -1,-3,3), -2 ;-3, -2
airguard.velocity = -1     
air.type = High                 
air.velocity = ifelse(root,facing = -1,-2,2), 0 ;-2, 0
air.hittime = 25       
fall = 1
air.fall = 1
;p2stateno = 225
;palfx.time = 31
;palfx.add = 160,240,140
;palfx.mul = 80,120,220
;palfx.sinadd = 80, 80, 80, 5

[State 15000, 3]
type = HitDef
trigger1 = root,P2Dist X < -5
;trigger1 = Anim != 15200 || Anim != 15201
trigger1 = Time % 50 = 0 && P2BodyDist X > 40
attr = A, SP                     
damage = floor(50/(1+(root,Var(19)/5.0))), 9
animtype = Hard                 
guardflag = MA                 
hitflag = MAF                 
priority = 2, Hit               
sprpriority = 3
pausetime = 8, 8 ;0, 4 ;0, 8 ;8, 8 ;3, 3
guard.sparkno = s8300 ;S8200           
sparkno = s8310+(random%8) ;S8220                     
sparkxy = -2, -40             
hitsound = S15, 4   
guardsound = S16, 0               
ground.type = High               
ground.slidetime = 20
ground.hittime  = 25             
ground.velocity = ifelse(root,facing = -1,-4,4) ;-4
airguard.velocity = ifelse(root,facing = -1,-5,5) ;-5
air.type = High                 
air.velocity = -3, 0
air.hittime = 25   
fall = 0
air.fall = 1
;p2stateno = 225
;fall = 1
;air.fall = 1
;palfx.time = 31
;palfx.add = 160,240,140
;palfx.mul = 80,120,220
;palfx.sinadd = 80, 80, 80, 5


[State 15000, 3] ;allways facing right
type = Turn
trigger1 = root,facing = -1
trigger1 = facing = -1

[State 15000, destroy helper when hit box]
type = ParentVarSet
trigger1 = root,NumHelper(1123) > 0 && IsHelper(15000) ;GEN Power Bracelet X
trigger1 = ifelse((Helper(1123),facing = -1), ((rootdist X) + (Helper(1123),rootdist X) = [-25,25]),((rootdist X) - (Helper(1123),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1123),rootdist Y) = [-65,65])
trigger1 = helper(1123),StateNo = 1123
trigger2 = root,NumHelper(1124) > 0 && IsHelper(15000) ;GEN Power Bracelet Y
trigger2 = ifelse((Helper(1124),facing = -1), ((rootdist X) + (Helper(1124),rootdist X) = [-25,25]),((rootdist X) - (Helper(1124),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1124),rootdist Y) = [-65,65])
trigger2 = helper(1124),StateNo = 1124
trigger3 = root,NumHelper(1125) > 0 && IsHelper(15000) ;GEN Power Bracelet Z
trigger3 = ifelse((Helper(1125),facing = -1), ((rootdist X) + (Helper(1125),rootdist X) = [-25,25]),((rootdist X) - (Helper(1125),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1125),rootdist Y) = [-65,65])
trigger3 = helper(1125),StateNo = 1125
trigger4 = root,NumHelper(1133) > 0 && IsHelper(15000) ;Magic Star X
trigger4 = ifelse((Helper(1133),facing = -1), ((rootdist X) + (Helper(1133),rootdist X) = [-25,25]),((rootdist X) - (Helper(1133),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1133),rootdist Y) = [-45,45])
trigger4 = helper(1133),StateNo = 1133
trigger5 = root,NumHelper(1134) > 0 && IsHelper(15000) ;Magic Star Y
trigger5 = ifelse((Helper(1134),facing = -1), ((rootdist X) + (Helper(1134),rootdist X) = [-25,25]),((rootdist X) - (Helper(1134),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1134),rootdist Y) = [-45,45])
trigger5 = helper(1134),StateNo = 1134
trigger6 = root,NumHelper(1135) > 0 && IsHelper(15000) ;Magic Star Z
trigger6 = ifelse((Helper(1135),facing = -1), ((rootdist X) + (Helper(1135),rootdist X) = [-25,25]),((rootdist X) - (Helper(1135),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1135),rootdist Y) = [-45,54])
trigger6 = helper(1135),StateNo = 1135
trigger7 = root,NumHelper(1143) > 0 && IsHelper(15000) ;Dash Attack X
trigger7 = ifelse((Helper(1143),facing = -1), ((rootdist X) + (Helper(1143),rootdist X) = [-25,25]),((rootdist X) - (Helper(1143),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1143),rootdist Y) = [-45,45])
trigger7 = helper(1143),StateNo = 1143
trigger8 = root,NumHelper(1144) > 0 && IsHelper(15000) ;Dash Attack Y
trigger8 = ifelse((Helper(1144),facing = -1), ((rootdist X) + (Helper(1144),rootdist X) = [-25,25]),((rootdist X) - (Helper(1144),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1144),rootdist Y) = [-45,45])
trigger8 = helper(1144),StateNo = 1144
trigger9 = root,NumHelper(1145) > 0 && IsHelper(15000) ;Dash Attack Z
trigger9 = ifelse((Helper(1145),facing = -1), ((rootdist X) + (Helper(1145),rootdist X) = [-25,25]),((rootdist X) - (Helper(1145),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1145),rootdist Y) = [-45,54])
trigger9 = helper(1145),StateNo = 1145
var(35) = 1
ignorehitpause = 1

[State 15000, Box break Changestate] ;code by DarkCipherLucius (a.k.a. Space(DCL))
type = ChangeState
trigger1 = IsHelper(15000) > 0
trigger1 = ifelse((root,facing = -1),(rootdist X = [-3,55]),(rootdist X = [-52,0])) && (rootdist y = [-45,45]) ;rootdist y can be optional
trigger1 = root,StateNo = 200
trigger1 = root,AnimElem > 1 && root,AnimElem <= 3
trigger2 = IsHelper(15000) > 0
trigger2 = ifelse((root,facing = -1),(rootdist X = [-3,55]),(rootdist X = [-52,5])) && (rootdist y = [-45,45])
;trigger2 = (rootdist X = [-50,50])*facing && (rootdist y = [-45,45])
trigger2 = root,StateNo = 210
trigger2 = root,AnimElem > 3 && root,AnimElem <= 5
trigger3 = IsHelper(15000) > 0
trigger3 = ifelse((root,facing = -1),(rootdist X = [-3,50]),(rootdist X = [-48,0])) && (rootdist y = [-45,45])
;trigger3 = (rootdist X = [-45,45])*facing && (rootdist y = [-45,45])
trigger3 = root,StateNo = 221 || root,StateNo = 222 || root,StateNo = 223
trigger3 = root,AnimElem > 5 && root,AnimElem <= 6
trigger4 = IsHelper(15000) > 0
trigger4 = ifelse((root,facing = -1),(rootdist X = [-3,55]),(rootdist X = [-52,0])) && (rootdist y = [-45,45])
;trigger4 = (rootdist X = [-50,50])*facing && (rootdist y = [-45,45])
trigger4 = root,StateNo = 230
trigger4 = root,AnimElem > 3 && root,AnimElem <= 5
trigger5 = IsHelper(15000) > 0
trigger5 = ifelse((root,facing = -1),(rootdist X = [-3,55]),(rootdist X = [-52,0])) && (rootdist y = [-45,45])
;trigger5 = (rootdist X = [-50,50])*facing && (rootdist y = [-45,45])
trigger5 = root,StateNo = 240
trigger5 = root,AnimElem > 6 && root,AnimElem <= 7
trigger6 = IsHelper(15000) > 0
trigger6 = ifelse((root,facing = -1),(rootdist X = [-3,65]),(rootdist X = [-62,0])) && (rootdist y = [-45,45])
;trigger6 = (rootdist X = [-60,60])*facing && (rootdist y = [-45,45])
trigger6 = root,StateNo = 250
trigger6 = root,AnimElem > 7 && root,AnimElem <= 9
trigger7 = IsHelper(15000) > 0
trigger7 = ifelse((root,facing = -1),(rootdist X = [-3,55]),(rootdist X = [-52,0])) && (rootdist y = [-45,45])
;trigger7 = (rootdist X = [-50,50])*facing && (rootdist y = [-45,45])
trigger7 = root,StateNo = 400
trigger7 = root,AnimElem > 1 && root,AnimElem <= 3
trigger8 = IsHelper(15000) > 0
trigger8 = ifelse((root,facing = -1),(rootdist X = [-3,50]),(rootdist X = [-48,0])) && (rootdist y = [-45,45])
;trigger8 = (rootdist X = [-45,45])*facing && (rootdist y = [-45,45])
trigger8 = root,StateNo = 410
trigger8 = root,AnimElem > 3 && root,AnimElem <= 5
trigger9 = IsHelper(15000) > 0
trigger9 = ifelse((root,facing = -1),(rootdist X = [-3,55]),(rootdist X = [-52,0])) && (rootdist y = [-45,45])
;trigger9 = (rootdist X = [-50,50])*facing && (rootdist y = [-45,45])
trigger9 = root,StateNo = 421 || root,StateNo = 422 || root,StateNo = 423
trigger9 = root,AnimElem > 5 && root,AnimElem <= 6
trigger10 = IsHelper(15000) > 0
trigger10 = ifelse((root,facing = -1),(rootdist X = [-3,58]),(rootdist X = [-54,0])) && (rootdist y = [-45,45])
;trigger10 = (rootdist X = [-52,52])*facing && (rootdist y = [-45,45])
trigger10 = root,StateNo = 430
trigger10 = root,AnimElem > 1 && root,AnimElem <= 3
trigger11 = IsHelper(15000) > 0
trigger11 = ifelse((root,facing = -1),(rootdist X = [-3,60]),(rootdist X = [-57,0])) && (rootdist y = [-45,45])
;trigger11 = (rootdist X = [-55,55])*facing && (rootdist y = [-45,45])
trigger11 = root,StateNo = 440
trigger11 = root,AnimElem > 3 && root,AnimElem <= 5
trigger12 = IsHelper(15000) > 0
trigger12 = ifelse((root,facing = -1),(rootdist X = [-3,60]),(rootdist X = [-57,0])) && (rootdist y = [-45,45])
;trigger12 = (rootdist X = [-55,55])*facing && (rootdist y = [-45,45])
trigger12 = root,StateNo = 450
trigger12 = root,AnimElem > 2 && root,AnimElem <= 4
trigger13 = root,NumHelper(1113) > 0 && IsHelper(15000) ;SMS Power Bracelet X
trigger13 = ifelse((Helper(1113),facing = -1), ((rootdist X) + (Helper(1113),rootdist X) = [-25,25]),((rootdist X) - (Helper(1113),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1113),rootdist Y) = [-60,60])
trigger13 = helper(1113),StateNo = 1113
trigger14 = root,NumHelper(1114) > 0 && IsHelper(15000) ;SMS Power Bracelet Y
trigger14 = ifelse((Helper(1114),facing = -1), ((rootdist X) + (Helper(1114),rootdist X) = [-25,25]),((rootdist X) - (Helper(1114),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1114),rootdist Y) = [-60,60])
trigger14 = helper(1114),StateNo = 1114
trigger15 = root,NumHelper(1115) > 0 && IsHelper(15000) ;SMS Power Bracelet Z
trigger15 = ifelse((Helper(1115),facing = -1), ((rootdist X) + (Helper(1115),rootdist X) = [-25,25]),((rootdist X) - (Helper(1115),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1115),rootdist Y) = [-60,60])
trigger15 = helper(1115),StateNo = 1115
trigger16 = root,NumHelper(1123) > 0 && IsHelper(15000) ;GEN Power Bracelet X
trigger16 = ifelse((Helper(1123),facing = -1), ((rootdist X) + (Helper(1123),rootdist X) = [-25,25]),((rootdist X) - (Helper(1123),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1123),rootdist Y) = [-65,65])
trigger16 = helper(1123),StateNo = 1123
trigger17 = root,NumHelper(1124) > 0 && IsHelper(15000) ;GEN Power Bracelet Y
trigger17 = ifelse((Helper(1124),facing = -1), ((rootdist X) + (Helper(1124),rootdist X) = [-25,25]),((rootdist X) - (Helper(1124),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1124),rootdist Y) = [-65,65])
trigger17 = helper(1124),StateNo = 1124
trigger18 = root,NumHelper(1125) > 0 && IsHelper(15000) ;GEN Power Bracelet Z
trigger18 = ifelse((Helper(1125),facing = -1), ((rootdist X) + (Helper(1125),rootdist X) = [-25,25]),((rootdist X) - (Helper(1125),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1125),rootdist Y) = [-65,65])
trigger18 = helper(1125),StateNo = 1125
trigger19 = root,NumHelper(1133) > 0 && IsHelper(15000) ;Magic Star X
trigger19 = ifelse((Helper(1133),facing = -1), ((rootdist X) + (Helper(1133),rootdist X) = [-25,25]),((rootdist X) - (Helper(1133),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1133),rootdist Y) = [-45,45])
trigger19 = helper(1133),StateNo = 1133
trigger20 = root,NumHelper(1134) > 0 && IsHelper(15000) ;Magic Star Y
trigger20 = ifelse((Helper(1134),facing = -1), ((rootdist X) + (Helper(1134),rootdist X) = [-25,25]),((rootdist X) - (Helper(1134),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1134),rootdist Y) = [-45,45])
trigger20 = helper(1134),StateNo = 1134
trigger21 = root,NumHelper(1135) > 0 && IsHelper(15000) ;Magic Star Z
trigger21 = ifelse((Helper(1135),facing = -1), ((rootdist X) + (Helper(1135),rootdist X) = [-25,25]),((rootdist X) - (Helper(1135),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1135),rootdist Y) = [-45,54])
trigger21 = helper(1135),StateNo = 1135
trigger22 = root,NumHelper(1143) > 0 && IsHelper(15000) ;Dash Attack X
trigger22 = ifelse((Helper(1143),facing = -1), ((rootdist X) + (Helper(1143),rootdist X) = [-25,25]),((rootdist X) - (Helper(1143),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1143),rootdist Y) = [-45,45])
trigger22 = helper(1143),StateNo = 1143
trigger23 = root,NumHelper(1144) > 0 && IsHelper(15000) ;Dash Attack Y
trigger23 = ifelse((Helper(1144),facing = -1), ((rootdist X) + (Helper(1144),rootdist X) = [-25,25]),((rootdist X) - (Helper(1144),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1144),rootdist Y) = [-45,45])
trigger23 = helper(1144),StateNo = 1144
trigger24 = root,NumHelper(1145) > 0 && IsHelper(15000) ;Dash Attack Z
trigger24 = ifelse((Helper(1145),facing = -1), ((rootdist X) + (Helper(1145),rootdist X) = [-25,25]),((rootdist X) - (Helper(1145),rootdist X) = [-25,25])) && ((rootdist Y) - (Helper(1145),rootdist Y) = [-45,54])
trigger24 = helper(1145),StateNo = 1145
value = 15001
ignorehitpause = 1

[State 15000, Reset Hit when get the box]
type = MoveHitReset
trigger1 = Anim != 15200 && Anim != 15201
trigger1 = MoveContact || MoveHit ;AnimElem = 1, = 0

[State 15000, Box break Changestate]
type = ChangeState
;trigger1 = ifelse((root,facing = -1),(rootdist X = [-3,55]),(rootdist X = [-52,0])) && (rootdist y = [-45,45])
;;trigger1 = (rootdist X = [-50,50])*facing && (rootdist y = [-45,45])
;trigger1 = root,StateNo = 1501 ;|| root,StateNo = 422 || root,StateNo = 423
;trigger1 = root,AnimElem > 5 && root,AnimElem <= 6
trigger1 = MoveContact ;ifelse(root,facing = -1,GetHitVar(xvel) <= -11,GetHitVar(xvel) >= 11) ;GetHitVar(xvel) >= 11 ;MoveHit
trigger1 = enemynear, movetype = H || enemynear, MoveGuarded
trigger1 = Anim = 15200 || Anim = 15201
trigger1 = AnimElem = 9, > 0 || AnimElem = 10, >= 0
;trigger1 = Vel X = ifelse(root,facing = -1,-11,11)
;trigger1 = (root,(enemy, Pos X) - Pos X = [-40,40])*facing
trigger2 = Anim = 15200 || Anim = 15201
trigger2 = BackEdgeDist < -105 || FrontEdgeDist < -105
trigger3 = Anim = 15200 || Anim = 15201
trigger3 = AnimElem = 9, > 0 || AnimElem = 10, >= 0
trigger3 = Vel X = 0 && Vel Y = 0
value = 15001

[State 15000, Throw Box] ;Throw Box
type = ChangeAnim
trigger1 = IsHelper(15000)
trigger1 = helper(15000),anim != 15200 && helper(15000),anim != 15201
trigger1 = ifelse((root,facing = -1),(rootdist X = [-25,40]),(rootdist X = [-40,25])) && (rootdist y = [-45,45]) ;rootdist y can be optional
trigger1 = root,StateNo = 1501
trigger1 = root,AnimElem = 2
value = ifelse(root,facing = -1, 15201, 15200)

;[State 15000, reset var 35] ;Throw Box
;type = ParentVarSet
;trigger1 = root,StateNo = 1501
;trigger1 = root,AnimTime = 0
;v = 35
;value = 0

[State 1500, 4] ;Throw Box
type = BindToRoot
trigger1 = Anim = 15200 || Anim = 15201
trigger1 = AnimElem = 2, = 0 ;8, = 0
time = 1

[State 15000, 1] ;Throw Box
type = PosSet
trigger1 = Anim = 15200 || Anim = 15201
trigger1 = AnimElem = 2, = 0 ;8, = 0
x = 0
y = 0


[State 15000, 1] ;Throw Box
type = PosAdd
trigger1 = Anim = 15200 || Anim = 15201
trigger1 = AnimElem = 9;8
x = ifelse(root,facing = -1,-14,14) ;14
y = -56

[State 15000, 1] ;Throw Box
type = VelSet
trigger1 = Anim = 15200 || Anim = 15201
trigger1 = AnimElem = 9;8
x = ifelse(root,facing = -1,-11,11)
y = -1.9

[state 15000, 2]
type = VelAdd
trigger1 = Anim = 15200 || Anim = 15201
trigger1 = AnimElem = 9;8
y = 0.40

[State 15000, 1] ;fall
type = StateTypeSet
trigger1 = Anim = 15200 || Anim = 15201
trigger1 = AnimElem = 9;8
statetype = A
movetype = A
physics = A
ignorehitpause = 1

[State 15000, 8]
type = DestroySelf
trigger1 = BackEdgeDist < -105 || FrontEdgeDist < -105
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Last Edit: February 21, 2022, 12:21:16 AM by DG
Re: Alex Kidd Plus - VS style + Games References + Original
#47  February 21, 2022, 08:10:14 PM
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    • network.mugenguild.com/pots/
Hello, old buddy. :) It's an engine limitation. The "helper" redirection only refers to the newest helper, not all of them. The solution is simple but boring: give each box a different ID depending on how many boxes there are on screen.

Say the limit is 3 boxes. Something like this should work:

ID = ifelse(!numhelper(1), 1, ifelse(!numhelper(2), 2, 3))

Then check the position of each helper ID individually to trigger the box throw.

DG

Re: Alex Kidd Plus - VS style + Games References + Original
#48  February 22, 2022, 05:56:48 PM
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    • Brazil
    • dgmugen.com.br
Hello, old buddy. :) It's an engine limitation. The "helper" redirection only refers to the newest helper, not all of them. The solution is simple but boring: give each box a different ID depending on how many boxes there are on screen.

Say the limit is 3 boxes. Something like this should work:

ID = ifelse(!numhelper(1), 1, ifelse(!numhelper(2), 2, 3))

Then check the position of each helper ID individually to trigger the box throw.

Hey POTS, how are you my friend?

The problem is: there are no number limits for boxes. I'm working hard to make this Star box without any issue. Then, I'll replicate it with:

- Interrogation box
- Skull box
- Pink skull box
- SMS stone block
- Genesis stone block
- blue ball
- rubber block
- red chest
- gray chest

It will be random and with no limit at the moment. Both players can break it. P1 and p2.



If i use the "touch" code inside Alex(p1), he can throw the boxes he creates (helpers with the same ID = 15000)  but he follows the helper creation order = He can't throws the secound box without throwing/destroying the first box first.

If I use the "touch" code inside the helper(box), Alex can touch the nearest box of him (that is what I want). But I'm having problem to connect this helper/p1 interactive activation with the CMD where Alex(p1) only does the throw anim if he is close to a box. Is like a infinite loop. When I put the code inside helper it fixed the "order" issue. But I got a new one, Alex got Psycho/Ghost power and on every box he approach it levitates and is throwed over the enemy alone.

SO, I think the best way is to put the "touch call" inside helpers and try to connect it to the char someway without get a loop problem.
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Re: Alex Kidd Plus - VS style + Games References + Original
#49  February 22, 2022, 07:20:08 PM
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I guess another way is to make the helper check the conditions to be thrown and save that information in a root variable. Like:

Code:
[State 15000, Throw OK]
type = parentvarset
trigger1 = rootdist is in range to pick me up
trigger1 = root is not already interacting with another box
trigger1 = etc
var(1) = 1


[State -1, Block Throw - XYZ]
type = ChangeState
value = 1501
trigger1 = var(1)
...

[State -1, Reset]; at the end of CMD
type = varset
trigger1 = 1
var(1) = 0

This works with infinite helpers, but it's going to need more checks to make sure he can't throw more than one box simultaneously.

I think you should still have a number limit of boxes though, even if it's high, because Mugen only allows 56 helpers and you have to leave half of that for the opponent (more in Simul).

Do you plan to share the boxes with the opponent when playing against another Alex Kidd?

DG

Re: Alex Kidd Plus - VS style + Games References + Original
#50  February 23, 2022, 11:12:07 AM
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I guess another way is to make the helper check the conditions to be thrown and save that information in a root variable. Like:

Code:
[State 15000, Throw OK]
type = parentvarset
trigger1 = rootdist is in range to pick me up
trigger1 = root is not already interacting with another box
trigger1 = etc
var(1) = 1


[State -1, Block Throw - XYZ]
type = ChangeState
value = 1501
trigger1 = var(1)
...

[State -1, Reset]; at the end of CMD
type = varset
trigger1 = 1
var(1) = 0

This works with infinite helpers, but it's going to need more checks to make sure he can't throw more than one box simultaneously.

I think you should still have a number limit of boxes though, even if it's high, because Mugen only allows 56 helpers and you have to leave half of that for the opponent (more in Simul).

Do you plan to share the boxes with the opponent when playing against another Alex Kidd?

Thank you for the code. I'll try it later.

I never thought about thouse helper limits. Maybe I'll set up 10 boxes limit. So when he creates more boxes, the old one will disappear or break alone (when he punches floor).

Alex interaction with another Alex boxes could be an interesting idea, but it must be a lot of work to code...
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Re: Alex Kidd Plus - VS style + Games References + Original
#51  February 26, 2022, 10:00:50 PM
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I guess another way is to make the helper check the conditions to be thrown and save that information in a root variable. Like:

Code:
[State 15000, Throw OK]
type = parentvarset
trigger1 = rootdist is in range to pick me up
trigger1 = root is not already interacting with another box
trigger1 = etc
var(1) = 1


[State -1, Block Throw - XYZ]
type = ChangeState
value = 1501
trigger1 = var(1)
...

[State -1, Reset]; at the end of CMD
type = varset
trigger1 = 1
var(1) = 0

This works with infinite helpers, but it's going to need more checks to make sure he can't throw more than one box simultaneously.

I think you should still have a number limit of boxes though, even if it's high, because Mugen only allows 56 helpers and you have to leave half of that for the opponent (more in Simul).

Do you plan to share the boxes with the opponent when playing against another Alex Kidd?

Yes, this sorted the problem. Thanks :)
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DG

Re: Alex Kidd Plus - VS style + Games References + Original
#52  March 21, 2022, 01:56:14 AM
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New silly video show case of Alex against Jiren
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DG

Re: Alex Kidd Plus - VS style + Games References + Original
#53  March 21, 2022, 04:52:27 PM
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Hello everybody, another silly/funny showcase video:

I hope you laugh with it.  :mlol:
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Re: Alex Kidd Plus - VS style + Games References + Original
#54  March 22, 2022, 11:44:04 AM
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New silly/funny showcase video:

 :smitten:
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DG

Re: Alex Kidd Plus - VS style + Games References + Original
#55  April 24, 2022, 10:18:20 PM
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New progress video.

Now Alex can push a column of boxes and walk on it.


 :nuttrox:
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Re: Alex Kidd Plus - VS style + Games References + Original
#56  May 09, 2022, 11:44:02 PM
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Hey guys. I made a new progress video. I hope you like it. I made it with love. :)
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Re: Alex Kidd Plus - VS style + Games References + Original
#57  May 15, 2022, 01:48:26 PM
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One more assist for Alex Kidd: Teddy Boy
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