YesNoOk
avatar

My IKEMEN WIPs: interactive stages (Read 220568 times)

Started by Lasombra Demon, June 10, 2021, 02:04:20 pm
Share this topic:
Re: My IKEMEN WIPs: interactive stages
#81  September 24, 2022, 09:39:39 pm
  • ****
    • Brazil
    • https://www.facebook.com/profile.php?id=100074220240917
man, your work is so cool
Re: My IKEMEN WIPs: interactive stages
#82  October 19, 2022, 10:02:22 pm
  • *****
  • 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
#83  October 20, 2022, 02:04:41 am
  • ****
  • Just A Dude...
  • For me, it was Tuesday...
    • Canada
    • chaoticdarkness.deviantart.com/
At around the 3:53 moment (sorry it wouldn't let me timestamp it on here. I wonder, with interactive stages would something like this be possible? Where you could have like interactive NPC's with variable actions, like in Def Jam they can assist by grabbing opponents, hitting with weapons, or even thinking of like some other games where sometimes they can throw in power ups and such like health, damage buffs. Would something like this be doable as well?


or clipped here
Re: My IKEMEN WIPs: interactive stages
#84  November 01, 2022, 06:29:18 pm
  • *****
  • WIP: Tons and tons of IKEMEN stages
Sure! Totally doable. The only thing is that we'd require sprites.


Also: new wip
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#85  December 03, 2022, 03:36:00 am
  • *****
  • WIP: Tons and tons of IKEMEN stages
Well, might as well show it here.

Behold... The first Bonus Stage that is Versus-able.

Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#86  December 18, 2022, 03:27:53 pm
  • *****
  • WIP: Tons and tons of IKEMEN stages
And speaking of versus-able bonus games...

Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#87  December 18, 2022, 05:25:20 pm
  • avatar
  • ***
  • Why,
Oh, nice. let+s seen at ausnz at summer.
keep work like pro and get safe!
 
Hey, can i help, or maybe i need help
Re: My IKEMEN WIPs: interactive stages
#88  December 20, 2022, 06:10:12 am
  • *****
  • WIP: Tons and tons of IKEMEN stages
More details of my futbol bonus game!

Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: My IKEMEN WIPs: interactive stages
#89  January 06, 2023, 01:12:29 pm
  • ***
  • #1 Boss Lady
    • UK
That's pretty smooth! Great work, excited to see this stuff come out for sure  :nuttrox:
Re: My IKEMEN WIPs: interactive stages
#90  January 09, 2023, 01:44:10 am
  • avatar
  • ***
The bubbles, soccer, etc are all amazing. You’re the king of Ikemen in regards to pushing it to its limit
Re: My IKEMEN WIPs: interactive stages
#91  February 07, 2023, 01:32:05 am
  • *****
  • WIP: Tons and tons of IKEMEN stages
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 limit
Thanks buddy, really appreciate those words.

Now, for a new WIP:

This seems simple, right? WRONG. You can summon up to 99 objects per stage with this baby... And the whole system reads Stage Constants, to avoid the hassle of having to edit the AttachedChar, and helping stagemakers put breakables easily into their games. Stage constants as the following:
Code:
;========================================================
[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
;===============================================
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Last Edit: February 07, 2023, 01:35:08 am by Lasombra Demon
Re: My IKEMEN WIPs: interactive stages
#92  February 12, 2023, 06:55:57 pm
  • ***
Hello, Lasombra.

I would like to know if it's possible to replicate a real-time clock in Ikemen Go, similar to the one in Kurisu's stage in Seifuku Densetsu Pretty Fighter X or Umbra Clock Tower/Smashville stages in Super Smash Bros.
Re: My IKEMEN WIPs: interactive stages
#93  February 13, 2023, 12:04:36 am
  • ****
    • Argentina
    • matrerog@yahoo.com.ar
Hey @snowy997 this is a very good question. Playing in a scenario that depends on your local time setting could be a nice fight experience. I would also like to know about the possibilities of this.
Re: My IKEMEN WIPs: interactive stages
#94  February 13, 2023, 02:02:18 am
  • ***
More details of my futbol bonus game!

[youtube]https://www.youtube.com/watch?v=3M4D_EfYWww[/youtube]

Also, about that Football bonus game, since the game is stored in a stage (because it's versus-able), do you pretend to release more stadiums for variety? Just if someone makes a game based only on this lol :P