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MUGEN 1.1? (Read 6332 times)

Started by barilanto, February 19, 2011, 04:09:52 pm
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MUGEN 1.1?
#1  February 19, 2011, 04:09:52 pm
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i've seen some videos of it on youtube. is it real or fake? and i also seen 2 more features. zoom in and zoom out screen on a wide stage, and on watch mode simultaneous you can pick 4 characters... so 4v4 makes 8 characters on 1 stage in the same time! pretty confuse if it is real or what :???:
Re: MUGEN 1.1?
#2  February 19, 2011, 04:11:20 pm
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Yes it is. But it's currently being betatested, so don't expect to get it any time soon.
Re: MUGEN 1.1?
#3  February 19, 2011, 04:20:13 pm
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i've seen some videos of it on youtube. is it real or fake? and i also seen 2 more features. zoom in and zoom out screen on a wide stage, and on watch mode simultaneous you can pick 4 characters... so 4v4 makes 8 characters on 1 stage in the same time! pretty confuse if it is real or what :???:
As a betatester, the zooming in and zooming out is real.

The 4 vs 4 is completely fake.
Re: MUGEN 1.1?
#4  February 19, 2011, 05:19:53 pm
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oh! that zooming feature makes me more excited to 1.1! uhm... any other idea or info of what feature is added to 1.1?
Re: MUGEN 1.1?
#5  February 19, 2011, 05:27:51 pm
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- 32 bits images, which allows pictures with gradients to be displayed correctly, and the overall game to have nicer graphics. Look at this topic : I posted an image with Mugen 1.1 using nice gradients.

- Graphic engine uses the GFX card instead of just the hardware, so there's a huge improvment in acceleration.

- Rotations and other effects can be defined in the AIR file instead of CNS, which allows some previously impossible effects to be done.
Re: MUGEN 1.1?
#6  February 19, 2011, 07:13:01 pm
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- LUA scripting (1.1 alpha 3), though it's only for debug info at the moment, but the next logical step would be...
Re: MUGEN 1.1?
#7  February 19, 2011, 07:23:18 pm
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Re: MUGEN 1.1?
#8  February 19, 2011, 07:32:46 pm
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yeah that was me screwing with the LUA script dealing with the mappings.


Even though it says in the script to give back ctrl, it doesn't, which means that the data in CNS overrides everything. Debug info also suggests that it's a "CNS2 cluster," so I think that was the new style of changestate I was doing there...
Re: MUGEN 1.1?
#9  February 19, 2011, 07:41:23 pm
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I know no shit about LUA Script except that with that I can unlock the rainbow gem in STH 2006 and  "almost" transform into Super Sonic with it :(

Is that LUA-Whatever something interesting for mugen-coding related stuff? I mean it's something to look forward to it? Or it's just the MUGEN's code regarding state machine handling being visible and modificable?
Re: MUGEN 1.1?
#10  February 19, 2011, 07:43:54 pm
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It looks a lot cleaner now. Seems easy enough to get used to.
Re: MUGEN 1.1?
#11  February 19, 2011, 10:35:50 pm
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The new changestate

-- Forces all players into stand state
mugen.forceplayersintotaunt = function ()
  local p
  mugen.log('Forcing players into taunt state\n')
  for p in player.player_iter() do
    if not p:ishelper() then
      p:velset{x = 0, y = 0}
      p:changestate{value = 0, ctrl = true, selfstate = true}
    end
  end
end

I understand how to edit that. Could not yet write it to do much other than alter the state number.


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Re: MUGEN 1.1?
#12  February 20, 2011, 06:37:04 pm
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Looks very easy to understand, might be because I have been using a lot of javascript lately.
Re: MUGEN 1.1?
#13  February 21, 2011, 12:50:22 am
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It looks like JS which is scaring the crap out of me. I've never been good at using it. I like how mugen is currently like using HTML and CSS.

But better graphics is good I sure will give me less problems.
Re: MUGEN 1.1?
#14  February 21, 2011, 02:34:22 am
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- Rotations and other effects can be defined in the AIR file instead of CNS, which allows some previously impossible effects to be done.

What do you mean rotations?

You mean that you can make the characters spin around easier or what?
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Re: MUGEN 1.1?
#15  February 21, 2011, 04:34:29 am
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Yes. He means this:

Code:
20,0, 0,0, 59, , , 1,1, 0
Interpolate Angle
20,0, 0,0, 1, , , 1,1, 354

Which will basically do a full rotation over 60 ticks. There are also options to interpolate Offset, Blend, and Scale in the AIR, and they can all be done at the same time if you will it so. It's easy to use and pretty useful!
Re: MUGEN 1.1?
#16  February 21, 2011, 04:47:09 am
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Can we do stuff like this?



check the transparency in the portraits, I mean prograssive transparency, Im not asking for an "intelligent progressive transparency" like that one but atleast one which could be set like a radius or square progressive transparency (A fixed logical radius).

wait, what the hell am I talking about?
Re: MUGEN 1.1?
#17  February 21, 2011, 04:50:13 am
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Uh, yeah, what ARE you talking about? You can have 24-bit images in SFF2.00, and 32-bit in SFF2.01.
Re: MUGEN 1.1?
#18  February 21, 2011, 04:57:34 am
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I think I messed up the terms right there, dont really know how to explain but I think this will work:



the transparency in that image, the image itself dissapears in a progressive scale. Is that kind of data saved on a 32-bit image? In fact I wonder how the hell you specify the transparent color on a 32 bit image 0_o, I'm so used to 256 colors crap that forgot to investigate how that works on real games and whatnot (I guess the transparent color is defined somehow in the sff as I doubt the v2.01 still uses .act files for that).
Re: MUGEN 1.1?
#19  February 21, 2011, 07:16:09 am
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you save it as a .png with transparency without indexing, nothing to it