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 Interactive Mugen Discussion

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Yunnin

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PostSubject: Re: Interactive Mugen Discussion   January 27th 2016, 3:40 pm

I got something around 150 chars on my main roster, but I'll definatelly code all of them for this bub bub
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Bambino Da Don



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PostSubject: Re: Interactive Mugen Discussion   February 14th 2016, 10:22 pm

I am not good at coding, but I wish I could make your reactive stage swork in my mugen. I can copy and paste something into them. Can I sopy and paste into my characters?
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ELECTRO

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PostSubject: Re: Interactive Mugen Discussion   February 16th 2016, 12:57 pm

@Bambino Da Don wrote:
I am not good at coding, but I wish I could make your reactive stage swork in my mugen. I can copy and paste something into them. Can I sopy and paste into my characters?

As long as you use Mugen 1.0 then you can use IM in your screenpack and characters, though some IM stages only work in Mugen 1.1. I suggest to most people to make a second Mugen game specifically to use IM. The reason I say this is because some characters like hi-res characters that use a different x,y scale will not spawn the IM elements in the proper location. Plus it takes a little time to set up your characters properly and having a game specifically for IM will help you make sure everyone is working.
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fede de 10

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PostSubject: Re: Interactive Mugen Discussion   February 24th 2016, 4:08 pm

hello friend Electro need to know if you can keep an object in a stage.
Explain better:
I'm doing an intro that would this
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and I would like the motorcycle remained in the stage, during the fight, seemed like Wolverine zvitor when you head off to the guard (the head is still there)
Can you do this?
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Yunnin

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PostSubject: Re: Interactive Mugen Discussion   February 24th 2016, 5:10 pm

@fede de 10 wrote:
hello friend Electro need to know if you can keep an object in a stage.
Explain better:
I'm doing an intro that would this
[You must be registered and logged in to see this image.]
and I would like the motorcycle remained in the stage, during the fight, seemed like Wolverine zvitor when you head off to the guard (the head is still there)
Can you do this?

Well, I know that Sei's Jason Todd got an intro with a moto that remains in the stage, until he use it as an hyper ( 02 03 04 punch punch on the moto)
Maybe you could ask ldpp to see his codes if it can help you
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fede de 10

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PostSubject: Re: Interactive Mugen Discussion   February 24th 2016, 6:31 pm

Thanks, because there was not noticed.
Surely this will serve
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ELECTRO

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PostSubject: Re: Interactive Mugen Discussion   March 22nd 2016, 5:03 pm

More progress made on Barbary Coast finishers, but i'm only showing the shark attack progress in this vid since i'm further along with it.

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Doom

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PostSubject: Re: Interactive Mugen Discussion   March 22nd 2016, 6:32 pm

Fantastic !! clap
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fede de 10

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PostSubject: Re: Interactive Mugen Discussion   March 22nd 2016, 8:12 pm

Genius!!!!!
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ELECTRO

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PostSubject: Re: Interactive Mugen Discussion   March 25th 2016, 8:55 pm

@Doom wrote:
Fantastic !! clap
]

@fede de 10 wrote:
Genius!!!!!


Yes I know :}
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ELECTRO

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PostSubject: Re: Interactive Mugen Discussion   April 9th 2016, 5:07 pm

Testing more stage finishers.

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Doom

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PostSubject: Re: Interactive Mugen Discussion   April 9th 2016, 6:18 pm

[You must be registered and logged in to see this image.]

clap clap clap
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ELECTRO

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PostSubject: Re: Interactive Mugen Discussion   April 15th 2016, 4:13 am

Testing platforms to give the stage a smash brothers feel. Stage is not finished.

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Doom

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PostSubject: Re: Interactive Mugen Discussion   April 15th 2016, 6:24 am


Great !! I love this !! ilu
Now you can make mini games with characters from SNES !! Twisted Evil
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ELECTRO

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PostSubject: Re: Interactive Mugen Discussion   April 24th 2016, 4:21 am

Thanks DOOM! Testing Yoshi's Island Meadow stage with interactive code for Mugen 1.0 and Mugen 1.1. You can hit the ShyGuys and FlowerGuy, collect coins or sunflower to give you energy and Jump on platforms. Later I will add a random spawn to the flying QuestionCloud, so it doesn't spawn a sunflower every time.

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