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WIP Stage platforms, interactivity and compatibility (Read 16651 times)

Started by SakirSoft, March 24, 2008, 04:24:38 pm
WIP Stage platforms, interactivity and compatibility
#1  March 24, 2008, 04:24:38 pm
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HI guys here you can see some early implmetation about a new Stage concept.

http://youtube.com/watch?v=o8VGXFXDULg

As you can see you are able to define a true stage enviroment.
In this example i added a  ground  and left and a right wall to prevent the player to get outside the stage.

Also you can see two platforms on which the player can get on.
I will also add a stage trigger concept and a new kind of script for stages wich will be based on a Java Like script lanaguage.

But we have a little problem here. It is compatibilty.
The main problems are that you can't detect a ground hit by just checking the pos y value of a char.

For this i will provide two new triggers
1. IsHitGround
2. IsHitWall

1. this will trigger as soon as the player hits some thing in the stage vertically
2. this will trigger as soon as the player hits some thing in the stage horizontally.


Also in ShugenDo will provied triggers to get absolute  pos x and y values.
Currently in Mugen and ShugenDo those values are realtive to the screen.


I hope char authors will like the new idee and will eventualy fix their chars for ShugenDo.
Currently this new stage concept is WIP and i will offer ShugenDo with the old way of mugen for compatibly for a while.

But ther is no way to get both of them.
Either mugen old way or the new way with all its features.

So what do you think about this.
Here you can find ShugenDo
www.sakirsoft.com
Re: WIP Stage platforms, interactivity and compatibility
#2  March 24, 2008, 04:39:29 pm
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IMO, it would have been more logical to treat a stage entirely as a character, making it spawn helpers to act as interactive blocks.
This way, you'd keep compatibility with all the characters.

Triggers for absolute positions is nice though, and yeah, more than useful considering how you're implementing things.
Re: WIP Stage platforms, interactivity and compatibility
#3  March 24, 2008, 06:54:42 pm
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IMO, it would have been more logical to treat a stage entirely as a character, making it spawn helpers to act as interactive blocks.
This way, you'd keep compatibility with all the characters.

Triggers for absolute positions is nice though, and yeah, more than useful considering how you're implementing things.

Its not a good way to treat a stage as a char and it would make things very complicated and hacked.
Like using helper as platform holder is not a good way.

Also the cns of a char and a stage would have the same triggers and controllers.
As soon as you will see how it works in ShugenDo and as soon as you see the stage script you will understand my decision better.

BTw maybe i can make this compatible with the current chars by faking the y alue to 0 while the char hits a ground.

Here you can find ShugenDo
www.sakirsoft.com
Re: WIP Stage platforms, interactivity and compatibility
#4  March 24, 2008, 09:06:46 pm
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Dude thats really awsome. Cant wait for the new realese :D
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Re: WIP Stage platforms, interactivity and compatibility
#5  March 25, 2008, 11:12:04 pm
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I say keep it, it adds a lot of fun stuff you can't do in Mugen (in the common environment).
Also requesting a trigger that combines Pos Y and IsHitGround, i.e. one that detects the distance between the char and the nearest landing spot below it.  Would be more versatile than IsHitGround (and end up making it obsolete, though I guess you can keep both) and make updating chars easier (replace "pos y" by new trigger).

I just don't like how you named the triggers, why "Is"? Doesn't make sense in English, you say "I hit the wall" not "I am hit the wall". ;P Plus it's pretty PG-13 if you remove capitalization and read it again. ;P
Maybe TouchWall and TouchGround?  So that it doesn't get mistaken for all the Mugen triggers that start by Hit, which all refer to attacks.

Along the same lines, can you make pits where characters can fall?
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Re: WIP Stage platforms, interactivity and compatibility
#6  March 26, 2008, 02:20:28 am
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When the platforms are initiated will there be a parameter to make them passable from below Super Smash Brothers style?
i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours

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I for one, do not enjoy round corners!  :bigcry:
But they hurt much less when we accidentally hit them!  :S
Re: WIP Stage platforms, interactivity and compatibility
#7  April 17, 2008, 10:36:10 pm
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Fantastic work. I can really see a lot of custom Smash-like characters coming from this. Playing something like that on a PSP would just be amazing.
Re: WIP Stage platforms, interactivity and compatibility
#8  April 18, 2008, 01:09:41 am
Totally keek it man.
I really want to program for shugendo as soon as posible  :sugoi:

And follow POTSs advise
Re: WIP Stage platforms, interactivity and compatibility
#9  April 18, 2008, 06:35:03 am
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Quote
When the platforms are initiated will there be a parameter to make them passable from below Super Smash Brothers style?

Slightly further on that subject. I note the clsn boxes are on, and that the ones you stand on are the same colour as those for the character. There is no chance that characters will be able to stand on each other as well? I don't want this as a feature but i don't know if you've checked on that, could be worth looking.


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Re: WIP Stage platforms, interactivity and compatibility
#10  April 18, 2008, 03:13:55 pm
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Adding clsn3 witch is a landing clsn?
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Re: WIP Stage platforms, interactivity and compatibility
#11  April 18, 2008, 11:06:52 pm
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I'm wondering about the "jump up through" type platforms too, those are pretty much a standard of any platformer-type engine. It seems you're using the character's height/width box to check for collision with the stage? Seems the most natural way to go, since it's already used to determine the "solid" parts of the character.

Personally, as a potential developer, I'd say don't bother with compatibility much. You're doing a new engine, with new features.
Re: WIP Stage platforms, interactivity and compatibility
#12  April 27, 2008, 04:06:05 pm
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I just don't like how you named the triggers, why "Is"? Doesn't make sense in English, you say "I hit the wall" not "I am hit the wall". ;P Plus it's pretty PG-13 if you remove capitalization and read it again. ;P
Maybe TouchWall and TouchGround?  So that it doesn't get mistaken for all the Mugen triggers that start by Hit, which all refer to attacks.
GroundTouched, CeilingTouched, LeftWallTouched, RightWallTouched, WallTouched would fit best with Mugen's existing naming scheme for triggers.  IMO, each platform should have flags that can be set (assuming four-sided figure) for each of the sides of the platform of whether or not they can be interacted with to both cut down on unnecessary processing, in the case of a bounding wall, and to add additional functionality freedom.  In the case of AI (user customized or ShugenDo built-in), the AI should have awareness of all existing platforms, their positions, the flags previously mentioned, and the dimensions of these platforms.

So to support the above:
-NumPlatforms
-Platform(n). to access a specific platform's datamembers.
-Width
-Height
-Pos X
-Pos Y
-GroundTangible
-CeilingTangible
-RightWallTangible
-LeftWallTangible

Other things to consider.  Any kind of moving platforms, should you decide to do that, should probably (another flag opportunity) carry all players on a platform.  When the platform moves down, the players should probably not enter their jump fall states.  A platform may want to store hit points or have collision data for breakable platforms.

You can, of course, do it the way you want.  I'm just trying to help. ;D 


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Re: WIP Stage platforms, interactivity and compatibility
#13  May 01, 2008, 01:04:46 pm
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with these platforms, dopes this mean a smash bros esc game could be made wioth the shugendo engin? XD

edit
this question has allready been asked :P

however, aswell as walls could it be programmed to have a big hole thing to fall down (still on th subject of smash)?
Re: WIP Stage platforms, interactivity and compatibility
#14  May 04, 2008, 02:29:16 am
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with these platforms, dopes this mean a smash bros esc game could be made wioth the shugendo engin? XD

edit
this question has allready been asked :P

however, aswell as walls could it be programmed to have a big hole thing to fall down (still on th subject of smash)?
Or for making mario based levels.

I'm not so sure how this would fit in with normal fighters but see how it would fit in perfectly with Jump ultimate stars type characters.
Re: WIP Stage platforms, interactivity and compatibility
#15  May 04, 2008, 07:46:12 pm
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I say keep it, it adds a lot of fun stuff you can't do in Mugen (in the common environment).
Also requesting a trigger that combines Pos Y and IsHitGround, i.e. one that detects the distance between the char and the nearest landing spot below it.  Would be more versatile than IsHitGround (and end up making it obsolete, though I guess you can keep both) and make updating chars easier (replace "pos y" by new trigger).

I just don't like how you named the triggers, why "Is"? Doesn't make sense in English, you say "I hit the wall" not "I am hit the wall". ;P Plus it's pretty PG-13 if you remove capitalization and read it again. ;P
Maybe TouchWall and TouchGround?  So that it doesn't get mistaken for all the Mugen triggers that start by Hit, which all refer to attacks.

Along the same lines, can you make pits where characters can fall?

Sorry guys for this delayed post.
Ok here we go.

The Is prefix comes form my programming background where  i put to all boolean functions a Is prefix.
Anyways the cns standart is not casesensetive so you can write is as you want.

This Stage platform thing is totally in its early development and i want to develope it with help of the community.
With the beta 3 release i will also release a first test version with that new stage enviorment abilty.

So you can toy around with it and we can discuss about how it is, how it can be made better etc.
So currently everything related on that can change. Like the triggers , the trigger names etc.

That also a reason why i will release seperated version.
I think the release date of beta 3 will  be some time in may.


Here you can find ShugenDo
www.sakirsoft.com
Re: WIP Stage platforms, interactivity and compatibility
#16  May 04, 2008, 10:03:00 pm
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Forgive me for being slow but, is this triggers and such for making character make platforms or is this coded into stages? Because it seems to be triggers I guess this is coded into characters.

Also on a side question, is ShugenDo gonne be hi-res (like the thing on Mugen right now, the 640*480 res on select screen and stages)?
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Re: WIP Stage platforms, interactivity and compatibility
#17  May 05, 2008, 04:15:15 am
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Also on a side question, is ShugenDo gonne be hi-res (like the thing on Mugen right now, the 640*480 res on select screen and stages)?
-_- Hope it isn't..
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Re: WIP Stage platforms, interactivity and compatibility
#18  May 05, 2008, 12:31:45 pm
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Why?
Don't you want High Resulution screenpacks and stuff?
Also, I was thinking more like Winmugen+, where you can make your stages have the hi-res choosable.
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Re: WIP Stage platforms, interactivity and compatibility
#19  May 08, 2008, 04:47:56 am
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Re: WIP Stage platforms, interactivity and compatibility
#20  May 08, 2008, 10:10:45 am
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give people an option there now both sides shut up