The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: Lasombra Demon on June 10, 2021, 02:04:20 PM

Title: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on June 10, 2021, 02:04:20 PM
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-
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Reginukem on June 11, 2021, 03:16:08 PM
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!
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on June 11, 2021, 05:33:36 PM
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.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: EgyLynx on June 11, 2021, 09:11:33 PM
? IS that right place even?
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on June 11, 2021, 10:33:36 PM
? IS that right place even?
I don't understand what you mean...

Second stage done:
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on June 23, 2021, 08:49:21 PM


Hydra Minefield ready.

Almost done with stage 5, too.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Wou Mugen on June 25, 2021, 06:24:20 AM
great.
do you have a water effect. like italy kof95 stage?
Title: Re: My IKEMEN WIPs: interactive stages
Post by: oscar123 on July 07, 2021, 02:50:20 PM
link=???
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Mushypepito123 on July 07, 2021, 03:13:16 PM
link=???

it says WIP (Work in Progress.)
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Mazemerald. on July 09, 2021, 06:59:57 AM
it looks great for a bonus stage.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on August 04, 2021, 10:38:38 PM
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.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on August 05, 2021, 08:48:47 PM
My buddy Reginukem gave me a spritesheet for Fatal Fury 2 objects, and this happened:

Title: Re: My IKEMEN WIPs: interactive stages
Post by: OldGamer on August 05, 2021, 09:55:25 PM
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 ?
Title: Re: My IKEMEN WIPs: interactive stages
Post by: dakidbanks on August 05, 2021, 11:36:55 PM
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?
Title: Re: My IKEMEN WIPs: interactive stages
Post by: xcheatdeath on August 06, 2021, 12:56:48 PM
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
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on August 06, 2021, 01:33:01 PM
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.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: OldGamer on August 09, 2021, 05:58:46 PM
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.

Title: Re: My IKEMEN WIPs: interactive stages
Post by: XANDERAC on August 10, 2021, 03:47:54 AM
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
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on August 10, 2021, 08:37:42 PM
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.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: XANDERAC on August 10, 2021, 11:01:13 PM
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
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on August 11, 2021, 01:43:27 PM
Breakable walls/floors have a whole bunch of issues... We need to actually redefine stage parameters to guarantee characters work properly, if we modify those.

Wait for IKEMEN's next version. I've done a ton suggestions to be able to implement such features, and they'll be there.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: oscar123 on August 11, 2021, 02:46:06 PM
When the next version of iquemen comes out, what will the interaction of stages be based on?
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on August 11, 2021, 04:39:24 PM
We will be able to interact much more with actual stage elements, not just making helpers/explods to supplant them.

Also, we'll be able to change stage parameters, so chars are not broken when we expand/shrink the fighting area.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Fauxcry on August 12, 2021, 09:42:13 PM
Will that Mortal Kombat vs street fighter 3 stage with the falling fighting be making a comeback for ikemen?
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on August 14, 2021, 03:04:53 AM
I actually tried to retrieve that! I have SyN's files, but the tutorial on how to use them is offline. :(

I might try to recode everything, IF I can get the sprites.

Another WIP:


The other, more important WIP, cannot be shown... But be on the lookout. ;)
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on August 17, 2021, 01:12:11 PM
One of the big challenges was to keep this coherent even if someone picks Geese. :p

The first universal cutscene stage transition. Alive chars will have better falls/landings.





Thanks to Extravagant and the people at UMT to allow this to be played in the first round of their Grand Finals!
Title: Re: My IKEMEN WIPs: interactive stages
Post by: XANDERAC on August 18, 2021, 03:07:00 AM
I'm sure it would be a bit harder to implement, but maybe it would be better to transition into the highway stage instead? or alternatively a different version of the Geese stage. The art styles for these two are too different it feels, but overall the effect looks really cool!
(https://44.media.tumblr.com/1c920f9bd7e72a7d24144ec5825b0dfa/tumblr_phbfnb2WGU1xqepp2o1_640.gif)
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on August 18, 2021, 01:26:12 PM
You can transition into any stage you want! Very easy to implement.

It's the magic of IKEMEN.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: xcheatdeath on August 18, 2021, 01:49:44 PM
Spoiler, click to toggle visibilty

go into the stage .def and change this line to whatever stage you have in your roster that you want it to be
round2def = stages\Finals\Finals.def


you can add that to ANY stage and make it have a different stage for round 2
Title: Re: My IKEMEN WIPs: interactive stages
Post by: oscar123 on August 18, 2021, 03:26:39 PM
please,Could you make a video tutorial on how to do the interactive stages? Many of us do not speak English and seeing what is done on video is much easier.Thank you
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on August 18, 2021, 04:56:39 PM
I'm planning on making a couple of small video tutorials.

But honestly, it's just as complex as making a (simple and limited, not fully playable) MUGEN/IKEMEN character.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on August 27, 2021, 02:40:04 PM
My two most recent WIPs:

A very small and crappy edit of O Ilu's MD stage, to allow lava interaction. Life regen at the cost of power if you are playing as MD, damage if you are anyone else.


And a very early version of a future collab with Tay:
Title: Re: My IKEMEN WIPs: interactive stages
Post by: MatreroG on August 27, 2021, 06:17:42 PM
That last idea looks great.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on September 05, 2021, 06:43:19 AM
Latest WIP in the World Heroes Deathmatch mode pack; Beat'em Up Bar!

Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on September 18, 2021, 07:40:12 AM
Latest wip. Done with all ripping and animations. Just coding now, which is what I like.

(https://i.im.ge/2021/09/18/TPOgUx.png)
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on September 20, 2021, 11:12:20 PM
Aaaaaaaand it's done. Used some rips from Electr0.

Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on October 01, 2021, 12:16:39 AM
From yesterday.


Tons of thanks to Reginukem and KAINE. :D
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on October 02, 2021, 12:17:20 AM
Today's quota:

Just two more stages and the WH2Jet referee (which is simpler than Kuroko, honestly) to release the full set of WH1/2/Jet stages.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Wou Mugen on October 05, 2021, 08:16:20 PM
great job
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on October 06, 2021, 09:46:55 PM
Thanks! All WH1/2/Jet/Perfect stages released in a single pack, now. :D
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on October 23, 2021, 12:53:37 AM
A ton WIPs with mah buddy Taybear.









Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on November 06, 2021, 06:25:38 AM
My buddy Reginukem developed a single SFF with the WHOLE interactives for this, so... Be on the lookout. Neo Geo DD stages coming up!

Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on November 06, 2021, 07:59:52 PM
More updates, will add the sounds and FX missing to more stages after the weekend.

Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on November 17, 2021, 03:53:23 PM
Remember SFvsMK?

Well, it's getting done.

Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on November 26, 2021, 07:34:19 PM
NEW WIP: MvC1 updated version, accurate to source and using all IKEMEN goodness.

Title: Re: My IKEMEN WIPs: interactive stages
Post by: Retro Respecter on November 26, 2021, 09:25:40 PM
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.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on November 26, 2021, 11:44:40 PM
Yeah not 100% accurate, that would be a whole other task.

I mean I'd have to start by using Capcom's weird resolution.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on December 30, 2021, 07:36:29 PM
More vids coming soon...

Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on January 06, 2022, 08:29:08 PM
Oh, another WIP... This time a collaboration!
Title: Re: My IKEMEN WIPs: interactive stages
Post by: dakidbanks on January 06, 2022, 09:57:00 PM
DB interactive stages? Let’s go
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on February 14, 2022, 07:09:12 PM
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.

Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on February 18, 2022, 08:44:35 PM
Geez, took long enough, eh?

Title: Re: My IKEMEN WIPs: interactive stages
Post by: PotS on February 19, 2022, 03:34:45 PM
That looks great. Can Ryu also trigger it or is it slash attacks only?
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on February 20, 2022, 02:53:43 AM
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.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: PotS on February 20, 2022, 12:01:15 PM
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.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on February 21, 2022, 04:22:04 AM
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).

Title: Re: My IKEMEN WIPs: interactive stages
Post by: MatreroG on February 21, 2022, 05:00:55 PM
Looking good, compatriot.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on February 23, 2022, 04:10:18 AM
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.

Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on March 09, 2022, 09:57:30 PM


Coming soon. :D
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on March 21, 2022, 09:20:13 AM
Due to popular request, an improved and highly customizable water effect generator.

Title: Re: My IKEMEN WIPs: interactive stages
Post by: PeXXeR on March 21, 2022, 09:27:51 AM
Due to popular request, an improved and highly customizable water effect generator.
[youtube]https://www.youtube.com/watch?v=wdcrEEXWePw[/youtube]


Dopeeee, due to popular request he says, more so me bitching in the discord lmao :D

Thanks for including it.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on March 28, 2022, 06:23:15 AM
Aaaaand updated/still in progress:
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on March 30, 2022, 03:10:36 AM
Even more stuff added:
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on April 10, 2022, 01:00:57 AM
I don't think I've announced my latest WIP here!

Title: Re: My IKEMEN WIPs: interactive stages
Post by: Lasombra Demon on April 13, 2022, 09:20:48 PM
Stage by Foobs, who is an excellent betatester! :)
Title: Re: My IKEMEN WIPs: interactive stages
Post by: WF4123 on April 13, 2022, 09:34:24 PM
Stage by Foobs, who is an excellent betatester! :)
[youtube]https://youtu.be/P0OS4N3D_XY[/youtube]

I liked how Ryo just got into the floor by Zangief in this thumbnail.
Title: Re: My IKEMEN WIPs: interactive stages
Post by: PotS on April 14, 2022, 06:59:45 PM
You should let them jump on top of the turnbuckle. :8):
Title: Re: My IKEMEN WIPs: interactive stages
Post by: Fauxcry on April 15, 2022, 09:10:08 AM
nah screw the turnbuckle the ropes are what I wanna see used
Title: Re: My IKEMEN WIPs: interactive stages
Post by: xcheatdeath on April 15, 2022, 03:02:45 PM
the ropes are what I wanna see used

they are, 0:15  friend!