The Mugen Fighters Guild

M.U.G.E.N Central => Projects => Topic started by: IKEISLEGEND on February 18, 2021, 07:11:50 AM

Title: History Has Been Made Again ?
Post by: IKEISLEGEND on February 18, 2021, 07:11:50 AM
                   New beat em up streets of rage style system decoded for mugen


Recently Ive developed a new system that supports  beat em up style game play... Its in its very early stages, but I can say its very promising. Through this development, it makes beat em up mugen stages very usefully finally. Also other gameplay styles will be supported now like the Smash bros play style, real bout FF games and most of all side scrolling systems like Mega man, platform style play, and much more... Heres the video








                             
Title: Re: New Open bor Mod????
Post by: Mastertkof on February 18, 2021, 01:22:09 PM
Are talking about makenKizuna encounter possible in Mugen? Really promissing...


(https://www.fightersgeneration.com/characters3/rosa-tnt2.gif)
Title: Re: New Open bor Mod????
Post by: Nedflandeurse on February 18, 2021, 02:44:52 PM
Are talking about makenKizuna encounter possible in Mugen? Really promissing...


(https://www.fightersgeneration.com/characters3/rosa-tnt2.gif)

MakenKizuna? What is it?
How Kizuna Encounter Maria is connected to that? I don't get it.

                   New beat em up streets of rage style system decoded for mugen


Recently Ive developed a new system that supports  beat em up style game play... Its in its very early stages, but I can say its very promising. Through this development, it makes beat em up mugen stages very usefully finally. Also other gameplay styles will be supported now like the Smash bros play style, real bout FF games and most of all side scrolling systems like Mega man, platform style play, and much more... Heres the video








                             [youtube]https://youtu.be/xwu1lcCjDJM[/youtube]

Looks nice.
Perhaps it's a chance for me to make my old fullgame mugen project compatible with new builds...
My main question would be, how do you manage to support 3D/Zaxis walk ? (dodging opponent, width of characters etc)
Title: Re: New Open bor Mod????
Post by: IKEISLEGEND on February 18, 2021, 04:22:45 PM
Are talking about makenKizuna encounter possible in Mugen? Really promissing...


(https://www.fightersgeneration.com/characters3/rosa-tnt2.gif)

MakenKizuna? What is it?
How Kizuna Encounter Maria is connected to that? I don't get it.

                   New beat em up streets of rage style system decoded for mugen


Recently Ive developed a new system that supports  beat em up style game play... Its in its very early stages, but I can say its very promising. Through this development, it makes beat em up mugen stages very usefully finally. Also other gameplay styles will be supported now like the Smash bros play style, real bout FF games and most of all side scrolling systems like Mega man, platform style play, and much more... Heres the video








                             [youtube]https://youtu.be/xwu1lcCjDJM[/youtube]

Looks nice.
Perhaps it's a chance for me to make my old fullgame mugen project compatible with new builds...
My main question would be, how do you manage to support 3D/Zaxis walk ? (dodging opponent, width of characters etc)
The 3D Zaxis walk is there. Im simply using a var to detect the players X Y distance from each other. I am trying something new with the enemies not able to walk through objects from a certain range it may or may not stay
Title: Re: New Open bor Mod????
Post by: DJ_HANNIBALROYCE on February 18, 2021, 04:25:17 PM
this could be a game changer...expecially for story mode. congrads! im gonna keep my eye on this
Title: Re: New Open bor Mod????
Post by: Bane84 on February 18, 2021, 05:20:28 PM
I had actually been contemplating something like this for a while now (having a "character" which serves as the physics engine and stage interaction), but complications prevented me from following through:
Title: Re: New Open bor Mod????
Post by: IKEISLEGEND on February 18, 2021, 05:41:30 PM
I had actually been contemplating something like this for a while now (having a "character" which serves as the physics engine and stage interaction), but complications prevented me from following through:
  • How would hit detection be dealt with when enemies are above/below the player character assuming that the CLSN1/CLSN2 hit boxes fully enclose body parts?
  • How would jumping be handled?
  • How would interaction with stage elements be handled?

I answered that in previous comments but It can be done using vars to detect enemy's Position X and Position Y anywhere on the screen same for objects.. If you notice when Axel walks above the objects his sprite priority is drawn behind the object likewise in front as well. Stage interaction will be the same as classic beat em ups for now untill I come up with something more intresting





this could be a game changer...expecially for story mode. congrads! im gonna keep my eye on this

So much is now possible with this now such as side scrolling mega man style gameplay.... Classic streets of rage style RPGs this is way more involved than Open Bor
Title: Re: New Open bor Mod????
Post by: Bane84 on February 18, 2021, 05:56:09 PM
I answered that in previous comments but I can be done using vars to detect enemy's Position X and Position Y anywhere on the screen same for objects.. If you notice when Axel walks above the objects his sprite priority is drawn behind the object likewise in front as well. Stage interaction will be the same as classic beat em ups for now untill I come up with something more intresting

In your video Axel and the opponent are always very close to each other in terms of front/back distance.  What happens when you increase that distance even further?  Does the enemy just become completely unhittable past a certain distance?  You also have to factor in when the character is in the air too.

I could definitely see having enemies spawned as helpers on the stage by the "opponent character" (enemy team), then their internal variables could be used against the nearest opponent (player team) and depending on the calculations their sprrpriority values and "hittable" state are adjusted, but this could prove a bit more complicated as you add in more enemies/player characters.
Title: Re: New Open bor Mod????
Post by: IKEISLEGEND on February 18, 2021, 06:25:56 PM
I answered that in previous comments but I can be done using vars to detect enemy's Position X and Position Y anywhere on the screen same for objects.. If you notice when Axel walks above the objects his sprite priority is drawn behind the object likewise in front as well. Stage interaction will be the same as classic beat em ups for now untill I come up with something more intresting

In your video Axel and the opponent are always very close to each other in terms of front/back distance.  What happens when you increase that distance even further?  Does the enemy just become completely unhittable past a certain distance?  You also have to factor in when the character is in the air too.

I could definitely see having enemies spawned as helpers on the stage by the "opponent character" (enemy team), then their internal variables could be used against the nearest opponent (player team) and depending on the calculations their sprrpriority values and "hittable" state are adjusted, but this could prove a bit more complicated as you add in more enemies/player characters.


Well from what I have its behaving like a true beat em up, so no matter how far away the enemy is away they are always hittable. My code detects when  characters are in the air pretty well axel jumped a few time in the video it looked good.   


Title: Re: New Open bor Mod????
Post by: Bane84 on February 18, 2021, 06:32:59 PM
Well from what I have its behaving like a true beat em up, so no matter how far away the enemy is away they are always hittable.

Take a look at this video: https://www.youtube.com/watch?v=9uUnZMxgpbo&t=3m18s (https://www.youtube.com/watch?v=9uUnZMxgpbo&t=3m18s)

Notice how when Axel attacks the enemy in front, the enemy behind is unaffected until Axel moves up to attack them.

Does your engine behave in the same fashion?
Title: Re: New Open bor Mod????
Post by: IKEISLEGEND on February 18, 2021, 07:26:52 PM
Well from what I have its behaving like a true beat em up, so no matter how far away the enemy is away they are always hittable.

Take a look at this video: https://www.youtube.com/watch?v=9uUnZMxgpbo&t=3m18s (https://www.youtube.com/watch?v=9uUnZMxgpbo&t=3m18s)

Notice how when Axel attacks the enemy in front, the enemy behind is unaffected until Axel moves up to attack them.

Does your engine behave in the same fashion?

My engine has the same behavior..........   If this what you are referring to   https://streamable.com/3svaob (https://streamable.com/3svaob)
Title: Re: New Open bor Mod????
Post by: Bane84 on February 18, 2021, 07:33:54 PM
My engine has the same behavior..........   If this what you are referring to   https://streamable.com/3svaob (https://streamable.com/3svaob)

Yup that's it.  Looks like you've already got it covered.  You might want to disable shadows though and implement your own shadow engine since the characters are moving along the Y axis to go up and down.
Title: Re: New Open bor Mod????
Post by: IKEISLEGEND on February 18, 2021, 07:54:18 PM
My engine has the same behavior..........   If this what you are referring to   https://streamable.com/3svaob (https://streamable.com/3svaob)

Yup that's it.  Looks like you've already got it covered.  You might want to disable shadows though and implement your own shadow engine since the characters are moving along the Y axis to go up and down.

thank you for your feedback, I do have a show engine started if you play attention to Axel though its unfinished at the moment. I main focus was to complete the movement system first before moving to other things.......

UPDATE 



can  you show video of what you were working on you said you were trying something like this??
Title: Re: New Open bor Mod????
Post by: Bane84 on February 19, 2021, 05:11:19 PM
UPDATE 



can  you show video of what you were working on you said you were trying something like this??

I never actually worked on an engine like this.  All I meant was I considered the idea, but the potential complications prevented me from starting anything.
Title: Re: New Open bor Mod????
Post by: IKEISLEGEND on February 19, 2021, 10:30:51 PM
UPDATE 



can  you show video of what you were working on you said you were trying something like this??

I never actually worked on an engine like this.  All I meant was I considered the idea, but the potential complications prevented me from starting anything.

alright thank you for sharing
Title: Re: New Open bor Mod????
Post by: Nedflandeurse on February 20, 2021, 06:13:54 PM
The 3D Zaxis walk is there. Im simply using a var to detect the players X Y distance from each other. I am trying something new with the enemies not able to walk through objects from a certain range it may or may not stay

OK, I'm impressed I was pretty sure such move had been deleted after winmugen.
And I never got serious about 1.0 and 1.1's improvements
Title: Re: New Open bor Mod????
Post by: IKEISLEGEND on February 20, 2021, 06:25:43 PM
The 3D Zaxis walk is there. Im simply using a var to detect the players X Y distance from each other. I am trying something new with the enemies not able to walk through objects from a certain range it may or may not stay

OK, I'm impressed I was pretty sure such move had been deleted after winmugen.
And I never got serious about 1.0 and 1.1's improvements

It is deprecated so I had to figure out a way to implement it on my own sad thing is theres not many stages that are sor style
Title: Re: New Open bor Mod????
Post by: Fauxcry on February 22, 2021, 07:27:15 PM
Will any character be able to just be plugged in or do they have to be patched or made just for this?
Title: Re: History has been made
Post by: IKEISLEGEND on February 23, 2021, 01:22:37 AM
Will any character be able to just be plugged in or do they have to be patched or made just for this?

They would have to patch to fit my new engine. What character did you have in mind??
Title: Re: History Has Been Made Again ?
Post by: Fauxcry on February 26, 2021, 01:03:52 AM
Dcat sketch turner, sf2 ryu+, I just thought this would be customizable to the point we could make certain characters mid/sub-bosses and add in some cameo characters so we could make transitions to regular Mugen fights like a beat em up as character 1 in an arcade playthrough and character 2 be someone like bison and then another stage of beat em up with a different background of course as character 3 and so on?
Title: Re: History Has Been Made Again ?
Post by: IKEISLEGEND on February 26, 2021, 06:17:21 AM
Dcat sketch turner, sf2 ryu+, I just thought this would be customizable to the point we could make certain characters mid/sub-bosses and add in some cameo characters so we could make transitions to regular Mugen fights like a beat em up as character 1 in an arcade playthrough and character 2 be someone like bison and then another stage of beat em up with a different background of course as character 3 and so on?


 Wow man great ideas, this is all possible you can add the mid boss match up in select file options the background can also be done
Title: Re: History Has Been Made Again ?
Post by: IKEISLEGEND on March 07, 2021, 01:17:18 AM
Alright Heres my first stage concept for this gameplay engine........ https://streamable.com/sea33r (https://streamable.com/sea33r) all parts of the stage in one stage with no fading in and out next step is to put together gameplay
Title: Re: History Has Been Made Again ?
Post by: sanstrong on March 12, 2021, 01:30:02 AM
Yoooo This is insane, remembered seein some1 attemptin 2 do a beat em up mugen a longass time ago....very dope how u can do so much w/ mugen. Impressive early demo so far ike, best of luck developin this.
Title: Re: History Has Been Made Again ?
Post by: AVPboy on March 12, 2021, 02:14:59 AM
Very impressive.
Title: Re: History Has Been Made Again ?
Post by: IKEISLEGEND on March 14, 2021, 04:36:04 PM
Yoooo This is insane, remembered seein some1 attemptin 2 do a beat em up mugen a longass time ago....very dope how u can do so much w/ mugen. Impressive early demo so far ike, best of luck developin this.

Thanks for the encouragement and well wishes I have a lot coming stay tooned......






Very impressive.


Thanks man I wanted to ask you if you could help me out with making stages that support this. There are not many out there that support this style of play