Interactive Stages Database

Started by Cybaster, June 20, 2011, 07:33:50 AM

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Negative Edge

Quote from: Lasombra Demon on July 08, 2011, 06:02:20 PM
Just wondering, couldn't those stages' particular bits of code be added to a community-maintained file a la common.cns? That way, all you need to do is copy that file to your folder, reference it from the .def, and voilá. Stage compat for everyone.

Using the common.cns data folder isn't a good idea because tons of characters don't rely on it and have their own coded in their character files or added to the charname folder. That's why I make patches for my works using statedef -1 and like cybaster said, since I make material with heavy interactive elements, extra materials and coding needs to be added to the fightfx.sff, fightfx.air and the common.snd.

Quote from: N-Mario on June 21, 2011, 08:53:23 AM
I wouldn't mind seeing someone try to do an interactive version of the Avalon final stage from X-Men COTA. I don't know who's Magneto would fit on it though. But in the actual game, that's a pretty nice, epic intro that I think should be made into Mugen. Not to mention location change would have to be heavily dealt with too I imagine. But if interactive stages are possible in mugen, I'm sure it could be done. :)
It's nice that Mugen 1.0 has new interactive features, so that one wouldn't have to keep relying on a bunch of z-offsets for particular stages.

I agree

The only thing that 1.0 does is making it easier for your character to detect the stage its on for a certain behavior to happen on that paticular stage. Cybaster explained it earlier but alot of people assume that the new triggers means auto interaction, etc and they are sadly mistaken. Also I actually did Magneto's COTA stage using Sunboys Magneto just to experiment with it, just that I would have to release that character and stage as a whole since I changed alot of things so I never shared it and it was just something to mess with anyway.

Same with Spirals stage since I can make characters emulate an air fight sequence while falling, (Meteor Storm V2), but the thing is that spirals stage is 4 floors and each floor has parallax and I cant replicate it using explods and helpers properly....

#JustSayin'though


Lasombra Demon

Yeah, actually, we still don't have real stage interactivity. We have characters detecting the stage and doing the stuff.

Stage interactivity is the only thing I'd really kill for in 1.1 - all the other suggestions, I can live without.
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Negative Edge

Out of curiosity, what exactly is stage interactivity from your perspective? They way we are handling it is making characters behave in a certain manner once a particular stage is detected. Even if Elecbyte comes up with a way to make a stagename.def file contain cns style character coding or its own stagename.cns, its own clsn boxes, and a separate stagename.snd file, that is no different from what we are doing to emulate stage interactivity assuming thats what you are aiming at. That method just saves extra work and eliminate patching and adding extra material to other files to achieve the exact same thing.

Not starting an argument but I just wanna see where you are coming from with this so I can understand you better.

Cybaster

Well, I'm pretty sure what you describe is exactly what he wants : being able to jump on platforms, having the stage deal damage through falling rocks, etc. directly through the stage's code. As you said, we can emulate it right now, but this implies modifying every single character of your roster, and when the code uses variables, you have to be sure all the chars you patch/modify aren't using this variable. That's a huge problem, and it would be MUCH simpler to just have a stage with CLSNs to get platforms, to make characters go in fall state after a certain time to emulate falling onto another floor, etc.

Most things are possible in Mugen for now, but it's all about using workarounds, and an "official way" of doing it would be much appreciated. So yeah, in a nutshell : doing what you did for your interactive stages, but without the need to patch every single character.

Negative Edge

Exactly. So for now, the way I/we normally do things will have to be the way until stages comes with its own features.

Lasombra Demon

As usual, Cybaster hit it right in the spot. Having to patch every char (checking if no vars are being overwritten, etc.) for each interactive stage... is a bit too much.

In a fullgame enviroment, of course, you can have prettty much ANYTHING you want. Yes, even zoomed-out-tag-team-stage-warping-mario-kart-polygon-fighters. But I'd rather have more tools for the global engine. :)
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Negative Edge

Quote from: Lasombra Demon on July 11, 2011, 10:09:00 PM
As usual, Cybaster hit it right in the spot. Having to patch every char (checking if no vars are being overwritten, etc.) for each interactive stage... is a bit too much.

I could of swore I said the same thing........

Quote from: -SyN- on July 09, 2011, 05:51:13 PM
Out of curiosity, what exactly is stage interactivity from your perspective? They way we are handling it is making characters behave in a certain manner once a particular stage is detected. Even if Elecbyte comes up with a way to make a stagename.def file contain cns style character coding or its own stagename.cns, its own clsn boxes, and a separate stagename.snd file, that is no different from what we are doing to emulate stage interactivity assuming thats what you are aiming at. That method just saves extra work and eliminate patching and adding extra material to other files to achieve the exact same thing.



Cybaster

Still, your sentence would be better without the word "just". It's actually a big deal having to patch 300+ characters and make sure they all work. ;P

Negative Edge

Oh well, forgive me for not having Pokemon x 1000 size rosters then...

::)

Cybaster

You know the image DJ Van used to show to promote the old EVE screenpack (on Winmugen) ? Well, it was in fact a screenshot of my screenpack when I was beginning in Mugen, and collecting Mugen chars as if they were Pokemons.
http://imageshack.us/photo/my-images/468/evebattle1di.jpg
I guess we all start like that. :P

ELECTR0

I too downloaded every character under the sun & slapped him into my game but became bored after a while because it was a mess to play. I decided to make a full game for myself ussing the coolest chars from the collection & add in a bunch of finishers, interactive stuff & reworked damage rates. It is time consumming to add in all these features & balance but I have to tell ya seeing my chars hit electric walls, samurai guys running by throwing bombs, breaking crates for energy/health & balanced damage scales really boosted the fun factor. Only sacrafice is a small roster but that will grow over time. I havn't run into a situation yet where vars are needed to accomplish the effect of interactivity. o_O

Negative Edge

QuoteI havn't run into a situation yet where vars are needed to accomplish the effect of interactivity.

Same here, I dont know where that came from lol. "more silly assumptions perhaps..."
True in the begining when I first attempted interactivity, I used them but then I didnt really need them at all and If i did need vars for something to work, I would use one in a helper I make for all of my interactive works which I always call a dummy helper, this way I can make all characters react to that helper var for whatever without the need for root vars period.

If a root var is needed though, it's basically to carry over something that happened in a previous round but thats not important at all nor did I bother with it.

Lasombra Demon

Quote from: -SyN- on July 12, 2011, 05:32:46 AM
Oh well, forgive me for not having Pokemon x 1000 size rosters then...

::)

Quote from: -SyN- on July 13, 2011, 11:45:37 PM
"more silly assumptions perhaps..."

I'm starting to resent your tone. Also, if you are saying that people should start using this as a standard, what's to prevent future creators from (either accidentally or not) using character vars? Again, no one is going to massively implement copypasting X code (X being the number of stages) on Y chars. Even with a 50 char/stage roster (less than MvC2) it's too much. It's impractical and bloated, when a global solution would make things much easier. You are cheering for the use of a workaround which actually makes no sense; stage code should go into stages, not chars.
As I said before, with that train of thought you might as well do ANYTHING on chars and stop requesting engine features altogether. :P
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ELECTR0

I don't think Syn is saying that people should start ussing this massivly. He's just laying out the case of why ussing a workaround is perfectly fine if you want to get the effect of interactivity starting now. I'm pretty sure that's why Elecbyte went ahead & made a new trigger for use. It seems you are the agressor by saying that it is a waste of time & that everyone should wait for a feature that may never happen. Even if Elecbyte releases an update that has real stage interactivity the workaround code will still work so it wouldn't be a wate of time at all to go ahead and implement it. o_O

Negative Edge

#34
 :D I applaud you! Finally someone understands!

And again, the massive coding issue:

Quote from: an earlier post of mines that was purposely overlooked by many..Even if Elecbyte comes up with a way to make a stagename.def file contain cns style character coding or its own stagename.cns, its own clsn boxes, and a separate stagename.snd file, that is no different from what we are doing to emulate stage interactivity assuming thats what you are aiming at. That method just saves extra work and eliminate patching and adding extra material to other files to achieve the exact same thing.

Massive coding is going to be needed regardless to achieve whatever interactive elements desired in your works but coming from a "SINGLE GLOBAL" source.

That what I was getting at the entire time Lasombra. No one is trying to go against anything you are saying and what you quoted me on was merely sarcasm.

Σaxβeta


Bumping this thread for relevance.

Juano16 created the male and female Soulninjas and other Mortal Kombat characters that have stage interactive fatalities. The stages were also made by him.

Is this considered to be the same thing as the old zoffset trick for winmugen or what?
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ELECTR0

Yes it basically does the same thing but just a whole lot easier to implement, seeing how it's just one trigger that can work with every stage.

MrAdam

How about something like the pirate ship in tournament fighters were the octopus in the background, keeps saying at the characters with its tentacles and even entangles or constricts the characters

Flowrellik

any stages for cyberbots as of yet?