Mugen Tournament project.

Started by Shamrock, April 30, 2011, 01:51:21 AM

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Shamrock

Bad beta release here
http://mugenguild.com/forumx/index.php?topic=128373.0

Rather than bumping a release, I thought I should make a topic here to show progress.

Screens,

Spoiler (click to show)


Muro' background edit


One day I hope to replace the entire mugen screenpack and add modes. Currently there is only a tournament mode. The current release has problems that I am fixing.

Updates...

I have fixed the "who wins" problem and I even added an in case of an extra round option. So if there is a draw on one of the rounds.... It will still know who won the fight.

I am currently making the screen size fit full screen from all higher resolutions. This leaves the 600X480 people out in the cold. So I have decided to make an 8 VS 8 style or 16 elimination round style. It should resize properly to HD screens, but also give 600X480 people an option. For people with hi-res screens, you would be able to choose between a 32 match and a 16 match. There will be a separate release for the people with lower resolutions that only has the 16 match.

I hope that covers all Mugen users.

Future stuff

Lose the lines as part of the background and make them part of the program. This will make it easier to replace the background with an animated one.

Use only three buttons; The plan would be to have four buttons where the Mugen logo is and two big picture boxes that show who the next fight is. Right now the buttons make everything cluttered looking plus this would make the code smaller. If I was smart, I would have started that way.

Adding an animated VS screen.

Adding an animated win quote screen. I might be able to make this work the characters actual win quotes.

Adding saving of the winner feature. The idea is after there is a winner of the tournament, that winner would be challenged by the last games winner. I will attempt to make it where that character can not be randomly picked. I don't mind Ryu Vs Ryu popping up, but if he is the final guy to fight, then he shouldn't be fought until you have beaten everyone else.

A winning of the tournament animation.

Far Future:

A single player Arcade mode replacement with a default boss and mid boss, but with an option to have each character have his own boss. Select screen for this would be windowed by type.

A team arcade style like the single player, but with the final round being that you have to face your partner.

A two player vs

A team VS

Team Tournament

Story mode with intros between fights. Perhaps even AVI file intros.

Arcade and VS interactive stage mode. Uses player three to augment the stage.

AVI file game intro.

And that is all.

Anyone want to add some idea do it here. Bug reports and such should be in the release topic.

I am going to try to release updates on Sundays.

Things that I need:

A good 1p, 2p, Watch, and Simulation button GIF

Ok Go.





Lost_Avenger

Sounds pretty ambitious, man. If you can get it to work it will open up a massive amount of mugen possibilities in general. I like the vs style last battle for team arcade concept(even if the last battle in that game was kind of boring). Naturally Im heavily for mid boss and bosses that are character dependent. Good luck, man

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http://www.trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!

Shamrock

Does anyone know a program that opens sff files/ animations for mugen, besides the old tool and Fighter factory? Would be nice to have images right from the sff and not converts.

Cobra Caddie

Don't know if this is what you're talking about, but there's MCM and ZCad, which I like cause it has my name in it.

This project looks pretty promising. It'd definitely be nice to have these kinds of features without having to do complex full game work arounds. And it looks like Elecbyte won't be focusing on anything like this for a long while.

Shamrock

Do you have a link for Zcad. Google failed me for once. MCM is not what I am looking for. I am trying to borrow some dll files to see if I can make them work.

Cobra Caddie

http://mugenguild.com/forumx/index.php?topic=124212.0

You probably couldn't find it cause I left out the char in the name. My bad. :-X

Duo Solo

Man, there are so many projects I am looking forward to! Keep up the work Shamrock! :)

Shamrock

New release in the releases area.

Berry

Sweet I'll check it out later :)
Also Good move on seperating the lines

Shamrock

Thought you guys could use an update.

Update:

Build assembly is completely fucked, by some faulty shit inside Visual Studio. Tomorrow I will be rebuilding the entire app from source.

So keep an eye for a release of tomorrow.

Shamrock

So I lied about tomorrow.

But if you go to the release section now, you can download a copy that actually works and has updated features.

.net framework 2.0 gave me problems, so it now requires .net framework 4.0.
It now only uses four buttons. Those of you on lower res screens are still going to need to wait for an update.

Go download, and let me know what you think.

Shamrock

Ok working on next update. I am currently working on making the program read more of mugen's data files.

First is to have the program automatically populate the fighters, rather than have people manually add them to fighters.txt. Same goes with stages.

I have already created a font type system and the plan (If possible) is automatically populate the fighters, read the fighters Character Name, instead of Def file name, and then display that name using the new font system.

After that i will work on adding Fight intro and fight winner screens.

Lastly, I will be making the program read you mugen resolution and round numbers. This way, the program will automatically choose the display size depending on screen resolution and you can set the number of rounds in the Mugen.CFG and that will be the number of round per fight.   

Shamrock

Updated:

http://mugenguild.com/forumx/index.php?topic=128373.0

Next update will be for people that have smaller screen sizes and setting the rounds by reading the setting in mugen.

Soon after will come the vs and win screens.

rednavi -RETIRED

*First time realizes this thing even exists*

*reads first post and other stuff related to it*

I dont know if this will be able to replaces screenpacks for good in a fullgame, doesn't this close mugen after every match is over to load the chars for the next one? If we want to create a custom story mode we will have problems like variables not getting saved between matches (Like a scoring system, or something much more important: variables used as flags for something).

Shamrock

Scoring can be done through the log file. You would have to give me an example of a var for me to understand or figure out a way to include it in the program.

Iced

Logs can be used to keep variables, including who won on the last match to advance the story.

You can also have full storylines coded OUTSIDE mugen, using their own variables, only with the fights happening inside mugen.

( after you get a defeat or win flag, you can change the story accordingly, or force the character to attempt a continue)

rednavi -RETIRED

so a variable to decide, for example, EX mode on a character can be kept during the whole story mode run?

DO WANT! Fuck tourney mode who cares? Give me story mode!

Shamrock

I will release my hacked up source code, once I figure out how to do it correctly. Then you can play around all you want.

But if you are talking about a character that has more than one mode, and saving that mode, then you would need to characters in that case. Lets say adon and adon has a normal mode and an exmode, You would need to copy adon, rename the new directory and def to adonex. Call for the adonex for each part of the story mode.

You can also use such methods to start out with a ryu that has no headband, but after fighting with Ken, the program would use a ryu with a red headband. Get the idea there?

I will work on story mode, after I have everything I need for it. The tournament mode, is teaching me how to do all the things I need it to do for other modes. That being said, I would like some ideas on storymode.

My current plan is to make stories, that the user creates via text file selectable and not characters. The battles would be intercut with avi file cut scenes that user has created. Let me know what you guys thing of that and give me your ideas.

Iced

Let the avis be interchangeable with pngs, that way its easier to just add some art in for those without capacity for video. ( also music )



Rednavi, best example I can think of is that you can code a storymode with several gokus where you have a normal goku for the fight against vegeta then against freeza , you control krilin, and only if defeated you get to control ss goku. You can control both who is 1p and 2p depending on who wins the match.

teddylam

Quote from: Shamrock on May 31, 2011, 12:08:47 AM
I will work on story mode, after I have everything I need for it. The tournament mode, is teaching me how to do all the things I need it to do for other modes. That being said, I would like some ideas on storymode.

My current plan is to make stories, that the user creates via text file selectable and not characters. The battles would be intercut with avi file cut scenes that user has created. Let me know what you guys thing of that and give me your ideas.

Great idea, but if we can use gif and/or avi file would be good... we need the possibility to choose to play single character, tag team or a team (in tournament mode or in story mode), like that we could do a story mode for KOF.  :D
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!