Good ones :)
More ideas
? IS that right place even?I don't understand what you mean...
link=???
My buddy Reginukem gave me a spritesheet for Fatal Fury 2 objects, and this happened: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
[youtube]https://www.youtube.com/watch?v=3D_LvGRHmIg[/youtube]
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?
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 inIn 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.
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 ?
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.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.
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 inIn 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.
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 ?
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.It's great to hear that! We could use some SamSho stages.
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 fileIt'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.
Spoiler, click to toggle visibilty
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:I wish I hadn't stopped using that in my last characters, because more characters would be using it now. ;P
1) Those with the proper anims following our Guild standard, from Messatsu; 8055055 - Bladed or 8055056 - Piercing
and/or
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.
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.
Looking good, compatriot.Gracias!
Due to popular request, an improved and highly customizable water effect generator.
[youtube]https://www.youtube.com/watch?v=wdcrEEXWePw[/youtube]
Stage by Foobs, who is an excellent betatester! :)
[youtube]https://youtu.be/P0OS4N3D_XY[/youtube]
the ropes are what I wanna see used
man, your work is so coolThanks!
That's pretty smooth! Great work, excited to see this stuff come out for sure :nuttrox:Thanks! Most of it will be released when 0.99 is public.
The bubbles, soccer, etc are all amazing. You’re the king of Ikemen in regards to pushing it to its limitThanks buddy, really appreciate those words.
;========================================================
[Constants]
;=OBJECT_1
;BASIC
Enable_Object_1= 1;set to 0 to not spawn this object
Type_Object_1=1;Type 1 is classic breakable
;POSITIONS
PosX_Object_1=-100
PosY_Object_1=-40
Ancho_Object_1=25;Wide
Alto_Object_1=41;Tall
;ANIMS
HealthyAnimNo_Object_1=1
BrokenAnimNo_Object_1=12
DebrisAnimNoBottom_Object_1=2
DebrisAnimNoTop_Object_1=10
;DEBRIS
DebrisAmountBot_Object_1=3;to randomize bottom amount of debris
DebrisAmountTop_Object_1=8;to randomize top amount of debris
DebrisBlink_Object_1=1;0 no blink, 1:blink+fade, -1:no fade
DebrisRandomizeAnim_Object_1=0
DebrisBounces_Object_1=10;no more than 20
DebrisSpin_Object_1=0;
DebrisFlyYAvg_Object_1=900.0;divided by 100
DebrisYFlyMin_Object_1=1000.0
DebrisFlyXAvg_Object_1=600.0;spread in X axis
;OTHER
DramaticPause_Object_1=2;Use even times > 1 to not stop bg
Colorize_Object_1=1
BlinkHideOnBreak_Object_1=1;1 blinks,0 doesn't, -1 keeps object
ScaleObject_Object_1=1.25
SoundPlayed_Object_1=1;0 is wood, 1 is trash
ResetOnRound_Object_1=0
ForceFacing_Object_1=0;Zero is random, -1 left, 1 right
Random_Chance_Object_1=0;odds of appearing / zero is 100%
Shared_Channel_Object_1=1996;only one of all the objects
;that share this channel will be displayed
;===============================================
More details of my futbol bonus game!
[youtube]https://www.youtube.com/watch?v=3M4D_EfYWww[/youtube]