Interactive Mugen Discussion

  • Thread starter Thread starter ELECTRO
  • Start date Start date
I saw your latest video
Interactive Mugen

And the water splash is pretty cool. Is something I always wanted to do but I was so lazy to try.
Questions:

Do it work in Mugen 1.0?
Will it work in 2vs2 battles?
Will the code take care of any ground projectile or any helper on ground?

The last one is what held me in making this code. Because it will work only in full games.
 
Good questions .:O:. and I should update the first post with these questions since most people will have them as well.

Does it work in Mugen 1.0?

Everything except the Shinobi stages should work in 1.0, but I can't be 100% sure since I don't use that old program. So far I haven't received any complaints from the first pack not working in 1.0, so I would guess this update will work as well. I would also download the stages without zoom so you have a better chance of everything working correctly.

Will it work in 2vs2 simultanious mode?

Yes the new update fixed all the old code with new triggers to make sure there are no duplicate spawns for partners. Everything works fine in simultaneous mode. 8)

Will the code take care of any ground projectile or helper on the ground?

I'm not really sure what you mean by this, so I don't wanta say the wrong thing.
 
hehehe, I don't call 1.0 "that old" because I don't like 1.1 too much. I just don't say this too much to avoid the Old Mugen Police jumping at my neck. For me, Elecbyte wasted too much resource on something not that useful (zoom) when it could be used for more useful things, like TRUE interactive stages, without people needind to do miracle hacks to archive something so basic.

I'm not really sure what you mean by this, so I don't wanta say the wrong thing.
What happens if a player spawns a helper that touches the ground? Will the effect appears on it too?

*Edit by DC:*  Removed some language. Some words are never allowed use in this forum, no matter what.
 
O Ilusionista said:
hehehe, I don't call 1.0 "that old" because I don't like 1.1 too much. I just don't say this too much to avoid the Old Mugen Police fags jumping at my neck. For me, Elecbyte wasted too much resource on something not that useful (zoom) when it could be used for more useful things, like TRUE interactive stages, without people needind to do miracle hacks to archive something so basic.

I'm not really sure what you mean by this, so I don't wanta say the wrong thing.
What happens if a player spawns a helper that touches the ground? Will the effect appears on it too?

From what I understand Mugen 1.1 is just Mugen 1.0 but with added triggers/scrtls and optional zoom. So Mugen 1.1 is still the best choice to use even if you don't use the optional zoom because it will run smoother since it uses your graphics card to help process the images. Plus you can use winmugen & mugen 1.0 creations in Mugen 1.1 so you have access to the whole spectrum of releases. The only reason I can think of to not use 1.1 may be technical reasons like your comp can't run OpenGL.

For the helpers spawning something on the ground being effected I doubt that they will since everything what i'm spawning with this code is it's own helper. For instance if you rewatch the video, MODOK spawns aim agents on the Shinobi stage, but as you can see they do not have there own surf boards under there bikes/feet.
 
From what I understand Mugen 1.1 is just Mugen 1.0 but with added triggers/scrtls and optional zoom. So Mugen 1.1 is still the best choice to use even if you don't use the optional zoom because it will run smoother

In fact, no. If you try it with RGBA content, you will notice that the RAM consuption is bigger than Mugen 1.0. Heck, even the normal content consumes more memory. Mugen 1.1 is a heavier program.

For example, do Elecbyte fixed the tile bug, that was in Mugen 1.0?
 
Strange because Mugen 1.0 runs a like crap on my comp when using 720P and simultaneous mode. While 1.1 runs smooth at all times. Not sure what RGBA content is so can't comment on that. All I know is 1.1 has run everything i've tried to install. All I had to do was change the Mugen version in the Def file.
 
Not sure what RGBA content is so can't comment on that.
Content that is not palette (RGB, 24bit PNG), with Alpha transparency (RGBA 32 bits PNG)

http://elecbyte.com/mugendocs-11b1/history.html

Added RGB and RGBA sprite support.

And they removed someting very cool in 1.1:

color = r,g,b ;(optional) (deprecated)
This parameter is no longer supported as of M.U.G.E.N 1.1 and will be ignored.

So now, all the shadows will be black. And shadows aren't black all the time.

Heck, they even removed Z plane in Mugen 1.0 with no workaround avaliable :(
 
I dunno what's up with the Zangief. He's not acting that way for me. I have an update to Zangief coming soon and one of the versions will be Interactive, so hang tight till I get that finished. That's cool that you added the code for Lei-Le & i'll check it out.
 
ELECTRO said:
I dunno what's up with the Zangief. He's not acting that way for me. I have an update to Zangief coming soon and one of the versions will be Interactive, so hang tight till I get that finished. That's cool that you added the code for Lei-Le & i'll check it out.

In fact, I'm currently converting all of P.O.T.S.'s characters to Interactive Mugen. Yuri is currently also available, with Sakura coming soon. I'm also doing this with a few other characters, like Lord Sinistro's Joe Move.

EDIT: When I added the code to SFF2X Terry, it didn't work and the character could not interact with stages. On Duracellur's Ryu, the entire game would always crash.

EDIT: I wonder if you could make an exception to the only normals trigger stage fatalities rule for select moves like the Shoryuken, Flash Kick, Rising Tackle, etc.
 
Send me the chars you can't get to work and I'll see whats going on with them. 
 
ELECTRO said:
You placed the -2 code above the [statedef -2] was your problem. I also took the liberty adding his shock, energy & health sprites. Let me know if you have any more problems.

Link : https://www.sendspace.com/file/htb1h7

Thank you very much, Mr. ELECTRO. But you disabled the helper text, the pause function, and the automatically-draining super meter at the end of the match for some reason. Could you re-enable those?
 
Just started working on the 3rd IM update and testing CC Museum Lvl 2 code for breakable glass, cave warriors, non-passable wall and barrel of meat.

https://youtu.be/LI_Z0snvyAw
 
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