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 Interactive Mugen Discussion

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ELECTRO



Posts : 288
Join date : 2013-08-09
Age : 37
Location : United States

PostSubject: Re: Interactive Mugen Discussion   March 14th 2015, 3:07 pm

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.

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Minun



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PostSubject: Re: Interactive Mugen Discussion   March 15th 2015, 9:32 pm

Very inspiring for new stages indeed. I have a suggestion, can you make   a stage where there are platforms and/or off screen boundaries? (I don't mean like the Mortal Kombat ones. I'm talking about something from Smash Bros.)
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ELECTRO



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PostSubject: Re: Interactive Mugen Discussion   March 16th 2015, 1:37 am

I'm toying with it, just not 100% sure how to make it all happen ATM. Every time I try something I see that Mugen pushes me back and says you must do it this way, so I will eventually make a Smash Bro's styled interactive stage, but I must work inside the confines of Mugen's code which are uncharted waters. Stay tuned.
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Minun



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PostSubject: Re: Interactive Mugen Discussion   March 16th 2015, 1:41 am

@ELECTRO wrote:
I'm toying with it, just not 100% sure how to make it all happen ATM. Every time I try something I see that Mugen pushes me back and says you must do it this way, so I will eventually make a Smash Bro's styled interactive stage, but I must work inside the confines of Mugen's code which are uncharted waters. Stay tuned.

I think messing with the source code of MUGEN would be your last resort when everything else fails.
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Minun



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PostSubject: Re: Interactive Mugen Discussion   April 10th 2015, 10:00 pm

Here's some  ideas from Smash Bros:

Warioware

Function: Do what the minigames say in the fastest time in order to get a reward. (EX: Taunt, first one who taunts gets their health regenerated by 50)


Megaman's stage (SSB4)

Function: What? This is just an ordinary sta- YELLOW DEVIL!!!! AAAHHHHHHHH!!!!!!! The Yellow Devil wants to be the one who wins the battle. Join up to destroy him or try to get the final blow on the Yellow Devil for partying fun.

Onett

Function: The cars are hazardous


Flatzone 2

Function: Simply transforms into 3 different variations of the classic Game & Watch handheld games

Luigi's mansion:

Function:  rooms hide when not around.  Characters that have camping abilities can hide their landmines to trick the players into thinking there's nothing in there.

Final Destination/Battlefield

Function(1): The edge  insta KOs you (Or as in makes you fall automatically. No recovery no nothing)

-------------------
Also, one question.... Can you make a tutorial on making your own Interactive MUGEN stage?
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ELECTRO



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PostSubject: Re: Interactive Mugen Discussion   June 21st 2015, 7:38 pm

More testing.

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candido159



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PostSubject: Re: Interactive Mugen Discussion   June 21st 2015, 7:43 pm

affraid Cool !!!
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Minun



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PostSubject: Re: Interactive Mugen Discussion   June 22nd 2015, 6:30 pm

I am making a MUGEN game that is supposed to involve a bunch of hazards (No platforms until someone finds a way to do so) and I wonder if you can help me on doing so?
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ELECTRO



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PostSubject: Re: Interactive Mugen Discussion   June 28th 2015, 1:40 pm

@Minun wrote:
I am making a MUGEN game that is supposed to involve a bunch of hazards (No platforms until someone  finds a way to do so) and I wonder if you can help me on doing so?

What do you need, advice on how to code it?

;----------------------------------

Testing a stage finisher on Belger's Final Fight stage and showing the finished referee for the WWE stage.

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Minun



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PostSubject: Re: Interactive Mugen Discussion   June 28th 2015, 5:02 pm

[quote="ELECTRO"]
@Minun wrote:
I am making a MUGEN game that is supposed to involve a bunch of hazards (No platforms until someone  finds a way to do so) and I wonder if you can help me on doing so?

What do you need, advice on how to code it?

No. I need you to do the Interactive part for my stages for me. I will send you the stages (Actually just STAGE at the moment) and I will tell you how I want things to be done in those stages.
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ELECTRO



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PostSubject: Re: Interactive Mugen Discussion   June 28th 2015, 5:38 pm

Well I will have to hear what you need before I agree to make it.
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Minun



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PostSubject: Re: Interactive Mugen Discussion   June 28th 2015, 5:57 pm

@ELECTRO wrote:
Well I will have to hear what you need before I agree to make it.

Simply, platforms that you can stand on and random events such as falling objects or bombs that players can carry.
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ELECTRO



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PostSubject: Re: Interactive Mugen Discussion   July 5th 2015, 2:47 pm

@Minun wrote:
@ELECTRO wrote:
Well I will have to hear what you need before I agree to make it.

Simply, platforms that you can stand on and random events such as falling objects or bombs that players can carry.

OK send me the stage and i'll see what I can do.

;----------

I finished Belger's Mansion. I speed up the finisher, so hopefully it's ok now. Also Testing a Ninja Warriors stage by Vegaz Parrelli.

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ELECTRO



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PostSubject: Re: Interactive Mugen Discussion   August 21st 2015, 5:49 pm

In total there are 4 different hazards/enemies that will be added to each of Vegaz Parrelli's Ninja Warriors stages. Demoing an almost finished version with all 4 enemies and all there moves.

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Red Hood



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PostSubject: Re: Interactive Mugen Discussion   August 22nd 2015, 12:11 am

hum, they will shoot both adversaries, interesting.
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