i just had a thought you can use this technique to make ceiling effects for some stages that have ceilings.about the picture not much to show its just that you have to play it to see it and feel it....since its vega stage and vega has that thing he climbs on you can jump infinite amount of times as long as your characters animation is touch the cage animation.
A work around's going to have to be built for player's using Turns, after some testing...I'm sorry about bumping this, but I figure'd it'd be a good thing to bring up here.@Winane: you'll have your proof PMed to you in a little bit.
Brings tears 2 my eyes........ that it does Posting useless info in a topic that was a wee bit old.Translation: Topic revival. -KFM
QuoteIf you make a stage with an ID number, please post it here so do list can be updated.To be in compliance with this (sorry for the bumping):Game ID 11000: Kirby11001, King of the Ring stage by KFMGame ID 12000: Fatal Fury12001, Room of Marionettes stages by KFM
Random note: not to modify all your chars, you can put the sprites from the stage(s) in fightfx, and put the "custom coding" in common1.cns (won't work for chars that override "vital" states in a custom common1.cns, but... )
Eh, to save the thread somewhat, a concept that might expand this somewhat:http://randomselect.piiym.net/forum/index.php?topic=95.0
Could you use this method to create a 3d looking level like killer Instincs ice temple stage.It will make it look like your walking around the areana.
i was wondering for the stage interaction thingy can i make it so that whenever a person gets hit the go through a boulder or a mountain like DBZ Super Butoden 2? Or can u hit them into another stage like MK or Hyper dimension? is this possible?
could you simplify this whole character and stage ineraction tutorial please.. i'm having problem understanding
This will no longer work in the latest version's of mugen as the Zaxis parameter has been removed.For the poster above, the whole idea was setting a unique Z position in the stage and the characters would detect it via pos Z inside their own .cns. It only lasted one tick, and was imperfect as a method of interaction as the code still had to be in the characters.
winmugen is OLD. Not latest anything. Latest = RC1 and up. The old winmugen, this will function in. Don't know why you'd want to though. the newer one has so much more potential and better stuff.
Cyanide said, October 15, 2009, 07:58:28 amThis will no longer work in the latest version's of mugen as the Zaxis parameter has been removed.For the record, for anyone who wonders about that K'style said:We scrubbed that logic a while back without realizing people were using it as a way to interact with stages, but we might do something about backwards compatibility after we add a proper mechanism for determining which stage a character is on.
would this work for a stage from super smash brothers brawls stages like this-----------------------------------------______-------------------------------------------______------------______---------------------------------__________________________---_____________________---____ means platforms----- spaces
Man, i have a question, can you upload the url or web site for download it please? the link is broken...
This is a very very old tutorial. I'm going to ask if anyone has the stuff as well, if not i'm going to lock the topic and label it obsolete.
I know the topic is old ... but:Someone could update it? ... mugen1.0 the new features and easier code. Who can help with this? thanks in advance