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I agree. I liked the idea but the left to right transition didn’t seem right. I know some MK3 stages are basically up and down versions of each other but not that transition
LasombraDemon
Posts : 107 Join date : 2022-05-26 Age : 40 Location : San Luis, Argentina
Subject: Re: Lasombra's Interactive Stages' WIP Topic July 28th 2022, 9:15 am
A new SCTRL is allowing us to actually expand and shrink stage areas! This is a gamechanger.
LasombraDemon
Posts : 107 Join date : 2022-05-26 Age : 40 Location : San Luis, Argentina
Subject: Re: Lasombra's Interactive Stages' WIP Topic July 28th 2022, 9:23 am
volzzilla wrote:
something about the left to right transfer looked off?
though it was hard to see everything in a 4v4 match
chancethegamer wrote:
I agree. I liked the idea but the left to right transition didn’t seem right. I know some MK3 stages are basically up and down versions of each other but not that transition
Sorry guys just noticed your comments.
I could use details on what looked off, but yeah, the idea is kind of a slomo and scrolling effect, where only one character goes through the wall (and spawns debris) and the rest lag behind, and then they jump into the screen.
cool video, including on how you changed P1. but can you please elaborate on how its a gamechanger?
Thanks! Well, this is a gamechanger because this new SCTRL allows us to dynamically change stage size.
So far, we could only scroll props around, not shrink or expand or redefine the gameplay area.
This new SCTRL allows us to change stage parameters! Thus, instead of just scrolling the stage into the Women's bath, we expand it. Both areas are available.
This will be released when 0.99 is public (I developed and tested it in a compiled version with the latest source changes).
something about the left to right transfer looked off?
though it was hard to see everything in a 4v4 match
chancethegamer wrote:
I agree. I liked the idea but the left to right transition didn’t seem right. I know some MK3 stages are basically up and down versions of each other but not that transition
Sorry guys just noticed your comments.
I could use details on what looked off, but yeah, the idea is kind of a slomo and scrolling effect, where only one character goes through the wall (and spawns debris) and the rest lag behind, and then they jump into the screen.
as for details, i just thought it seemed unnatural in the left to right look where certain fx just froze
LasombraDemon
Posts : 107 Join date : 2022-05-26 Age : 40 Location : San Luis, Argentina
The code for the stage expansion itself is fairly easy; my buddy Wreq actually just added a new SCTRL to the engine (that's why IKEMEN Go is so darn cool!) that modifies stage parameters and I change BoundLeft and BoundRight via that.
What's really complex is properly detecting certain conditions when characters are actually slammed against the edge of the screen. Not that complicated if the character is *not* in a customstate, but when in a customstate, things can get messy.
To summarize the code (cuz I actually check for more stuff), I check for two things: a) If the character which is next to the edge has been damaged since the last tick. b) If the character which is next to the edge is actually *further* from the edge since the last tick.
Both a and b are interpreted as "The character was slammed against the wall during the customstate", and thus trigger the damage condition.
LasombraDemon
Posts : 107 Join date : 2022-05-26 Age : 40 Location : San Luis, Argentina