Powered by Invision Power Board

 
  Pages: (2) [1] 2  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

> GMugen, a clone of mugen made in GM
 
continue this project
yes [ 29 ]  [80.56%]
no [ 7 ]  [19.44%]
Total Votes: 36
 
Unspecified
mr.mario
Posted on Jul 29 2008, 10:57 AM
Quote Post


and you people thought Mugen coded in GML would never work
[*][*][*]

Group Icon
Group: Members
Posts: 4755
Member No.: 2349
Joined: 17-July 06

Status: (0d) [--]


I said I was gonna try it, people said it wouldn't work, and well I did it and it does work, this is a proof-of-concept release of the mugen fighting engine remade in GameMaker, it currently supports loading rooms*, sound**, graphics and movement code***

if you look at my avatar you'll see a screen.

current version: 1.0
http://www.sendspace.com/file/lxoyn2




version details: bottom of page 2

credit Gorsal for the sprites and TSR for the background (I don't remember who made it specifically)

V

This post has been edited by mr.mario on Aug 6 2008, 01:59 PM


--------------------
mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
PMEmail Poster
Top
United States
orange452
Posted on Jul 29 2008, 11:18 AM
Quote Post


...and brotha, I hurt people...
[*]

Group Icon
Group: Members
Posts: 519
Member No.: 3337
Joined: 21-February 07

Status: (0d) [--]


um, the sprite animations are really off... as in, you cant jumo of face left except when your running...


--------------------
user posted image
************************************************************
PMEmail PosterUsers Website
Top
Unspecified
mr.mario
Posted on Jul 29 2008, 11:20 AM
Quote Post


and you people thought Mugen coded in GML would never work
[*][*][*]

Group Icon
Group: Members
Posts: 4755
Member No.: 2349
Joined: 17-July 06

Status: (0d) [--]


QUOTE (orange452 @ Jul 29 2008, 11:18 AM)
um, the sprite animations are really off... as in, you cant jumo of face left except when your running...

thats intentional, cause in mugen you always face your opponent, the only reason it even lets you run left is because Mario doesn't have a walk backwords animation, watch a mugen youtube video and you'll understand


--------------------
mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
PMEmail Poster
Top
United States
orange452
Posted on Jul 29 2008, 11:43 AM
Quote Post


...and brotha, I hurt people...
[*]

Group Icon
Group: Members
Posts: 519
Member No.: 3337
Joined: 21-February 07

Status: (0d) [--]


couldn't you just reverse marios animation to make him walk backward?


--------------------
user posted image
************************************************************
PMEmail PosterUsers Website
Top
Unspecified
mr.mario
Posted on Jul 29 2008, 11:51 AM
Quote Post


and you people thought Mugen coded in GML would never work
[*][*][*]

Group Icon
Group: Members
Posts: 4755
Member No.: 2349
Joined: 17-July 06

Status: (0d) [--]


that wouldn't work to well because mario leans forward when he walks so it wouldn't animate well


--------------------
mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
PMEmail Poster
Top
United States
Kamikaze Dynamite
Posted on Jul 29 2008, 04:02 PM
Quote Post


100 PACIFISTAS AGREE
[*][*][*]

Group Icon
Group: Members
Posts: 10178
Member No.: 1282
Joined: 19-July 05

Status: (0d) [--]


So, we'll actually be able to import characters we've made eventually? Just clarifyin' this.


--------------------

HOOOOOOOly blap

DEVIANTART

PMEmail PosterUsers WebsiteAOL
Top
Unspecified
mr.mario
Posted on Jul 29 2008, 07:18 PM
Quote Post


and you people thought Mugen coded in GML would never work
[*][*][*]

Group Icon
Group: Members
Posts: 4755
Member No.: 2349
Joined: 17-July 06

Status: (0d) [--]


QUOTE (Kamikaze Dynamite @ Jul 29 2008, 04:02 PM)
So, we'll actually be able to import characters we've made eventually? Just clarifyin' this.

yes


--------------------
mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
PMEmail Poster
Top
Unspecified
mr.mario
Posted on Jul 29 2008, 08:51 PM
Quote Post


and you people thought Mugen coded in GML would never work
[*][*][*]

Group Icon
Group: Members
Posts: 4755
Member No.: 2349
Joined: 17-July 06

Status: (0d) [--]


sorry for the double post but I have an update, I have added the script "weakpunch_animation_import" to the game, (although you won't get to use it till the next release) this script load a specialy formatted gif and has arguments concerning attack data, the effect is just what you might have guessed, the character has a light puch which is mapped to the A button\
user posted image


--------------------
mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
PMEmail Poster
Top
Unspecified
mr.mario
Posted on Jul 31 2008, 05:32 PM
Quote Post


and you people thought Mugen coded in GML would never work
[*][*][*]

Group Icon
Group: Members
Posts: 4755
Member No.: 2349
Joined: 17-July 06

Status: (0d) [--]


New Version! 0.1 link in first post

whats new

import your own characters
characters have full support for voices, attacks and projectiles

when you start Gmugen a dialog box will pop up asking for an engine file, go to characters/mario/marioengine.gme
after that is will ask for a gmugen character file, go to the same directory and open mario.def

the program will start, Mario's currently programmed actions are:
A: punch
S: fireball (incomplete, but works)
arrow keys: move and jump

GME and DEF files are both just text files containing code, if you make your own you can load them up in this release to use your own characters, but you need very good knowledge of GML

you can attack the black block which is player 2 in this release

in the next release I hope to feature loading second players and to implement AI, but that will take awhill so this will be the last release for some time

This post has been edited by mr.mario on Jul 31 2008, 05:35 PM


--------------------
mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
PMEmail Poster
Top
Unspecified
mr.mario
Posted on Jul 31 2008, 07:09 PM
Quote Post


and you people thought Mugen coded in GML would never work
[*][*][*]

Group Icon
Group: Members
Posts: 4755
Member No.: 2349
Joined: 17-July 06

Status: (0d) [--]


(sorry for the triple post but no ones replying)

this is a vista compatible release of v 0.1, enjoy

http://www.sendspace.com/file/opx61k


--------------------
mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
PMEmail Poster
Top
Canada
MegaTailzChao
Posted on Jul 31 2008, 07:14 PM
Quote Post


So long, and thanks for all the fish.
[S][*][*][*][*]
[*][*]

Group Icon
Group: Site Staff
Posts: 15788
Member No.: 2267
Joined: 2-July 06

Status: (0d) [--]


I jump and attacked and suddenly there were 2 Marios and they are not moving and in fact cannot move at all

Also why is it sticking to the front of the screen

Actually wait it's the fireball attack that's doing it. After a fireball you cannot move. And one does not even appear.

This post has been edited by MegaTailzChao on Jul 31 2008, 07:18 PM


--------------------
user posted image
user posted imageuser posted image
PMEmail PosterMSN
Top
Unspecified
mr.mario
Posted on Jul 31 2008, 07:30 PM
Quote Post


and you people thought Mugen coded in GML would never work
[*][*][*]

Group Icon
Group: Members
Posts: 4755
Member No.: 2349
Joined: 17-July 06

Status: (0d) [--]


QUOTE (MegaTailzChao @ Jul 31 2008, 07:14 PM)
I jump and attacked and suddenly there were 2 Marios and they are not moving and in fact cannot move at all

Also why is it sticking to the front of the screen

Actually wait it's the fireball attack that's doing it. After a fireball you cannot move. And one does not even appear.



EDIT: all fixed open punch1.gme in a text editor and replace the code with this:

if (attack=0)
if (sprite_index!=jump)
{
image_index = 0
sound_play(attacksfx1)
attack = 1
sprite_index = punchsprite
attacklength = 3
instance_create(x,y,player1attack)
player1attack.damage = 15
};
/*

and open marioengine.gme and replace the code with this:

fireballsprite = sprite_add(working_directory+"\characters\mario\fireball.gif",0,true,true,false,true,10,10);
sound_replace(jumpsfx,working_directory + "\characters\mario\jump.wav",0,true);
sound_replace(attacksfx1,working_directory + "\characters\mario\punch1.wav",0,true);
sound_replace(introsfx,working_directory + "\characters\mario\intro.wav",0,true);
global.stra = "if (y=ystart) {sound_play(jumpsfx)}";
global.strb = file_get_contents(working_directory + "\characters\mario\punch1.gme");
global.strc = "sound_play(introsfx)";
global.stre = file_get_contents(working_directory + "\characters\mario\fireballmario.gme");
object_event_add(player1,ev_keypress,vk_up,global.stra);
object_event_add(player1,ev_keypress,ord('A'),global.strb);
object_event_add(player1,ev_create,0,global.strc);
object_event_add(player1,ev_keypress,ord('S'),global.stre);
object_event_add(player1,ev_step,ev_step_begin,"if (sprite_index=stand) {attack=0}");
object_event_add(player1attack,ev_step,ev_step_begin,"if (player1.attack=0) {instance_destroy()}");
global.stra = ""
global.strb = ""
global.strc = ""
/*

everythings all better now

This post has been edited by mr.mario on Jul 31 2008, 07:38 PM


--------------------
mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
PMEmail Poster
Top
Australia
Waluigi2
Posted on Aug 1 2008, 01:56 AM
Quote Post


Proud North Melbourne supporter since 1996
[*]

Group Icon
Group: Members
Posts: 1028
Member No.: 3213
Joined: 21-January 07

Status: (0d) [--]


I'm so turning mario into lego man

EDIT: I changed all the sprites, why doesn't mario's in game sprite change?

This post has been edited by Waluigi2 on Aug 1 2008, 02:21 AM


--------------------
PMEmail PosterMSN
Top
Unspecified
mr.mario
Posted on Aug 1 2008, 08:45 AM
Quote Post


and you people thought Mugen coded in GML would never work
[*][*][*]

Group Icon
Group: Members
Posts: 4755
Member No.: 2349
Joined: 17-July 06

Status: (0d) [--]


I'm guessing you made a copy of Mario's folder didn't you,
to make your character load your sprites you need to open the script files and change the scripts that look like this:
working_directory+"\characters\mario\fireball.gif"

to scripts that look like this:
working_directory+"\characters\legoman\fireball.gif"

if you don't it will still load the sprites from the Mario folder


--------------------
mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
PMEmail Poster
Top
Unspecified
mr.mario
Posted on Aug 1 2008, 04:12 PM
Quote Post


and you people thought Mugen coded in GML would never work
[*][*][*]

Group Icon
Group: Members
Posts: 4755
Member No.: 2349
Joined: 17-July 06

Status: (0d) [--]


update: Gmugen can now load Player 2! no more fighting non-threatening immobile black boxes, well the immobile part isn't true, I haven't programmed AI yet, and that'll be a real pain in the butt, cool.gif

user posted image


--------------------
mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
PMEmail Poster
Top
Unspecified
Draco Icebane
Posted on Aug 1 2008, 06:59 PM
Quote Post


Standard Member
[*][*][*][*][*]


Group Icon
Group: Banned
Posts: 52997
Member No.: 10
Joined: 13-October 03

Status: (71582612m) [XX]


I'll totally dig this project, but only if you add achievement unlocks such as secret characters and levels. :x

This wouldn't be hard to do in relation to all the work required to parse the character data really
PM
Top
Unspecified
mr.mario
Posted on Aug 1 2008, 07:14 PM
Quote Post


and you people thought Mugen coded in GML would never work
[*][*][*]

Group Icon
Group: Members
Posts: 4755
Member No.: 2349
Joined: 17-July 06

Status: (0d) [--]


QUOTE (Draco Icebane @ Aug 1 2008, 06:59 PM)
I'll totally dig this project, but only if you add achievement unlocks such as secret characters and levels. :x

This wouldn't be hard to do in relation to all the work required to parse the character data really

uh, levels and characters are stored externally, how would I make them unlockable?


and the loading of the character data isn't that hard, that file read dll does must of the work, it just takes a few lines of code to import the characters, it's the making of the characters thats hard



--------------------
mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
PMEmail Poster
Top
United States
Mr. Bird
Posted on Aug 1 2008, 09:24 PM
Quote Post


SUPAH DUPAH
[*][*]

Group Icon
Group: Members
Posts: 1402
Member No.: 4601
Joined: 20-October 07

Status: (0d) [--]


Pretty good. But shouldn't you add the ability to add a mask for the player?


--------------------
PMEmail Poster
Top
Unspecified
mr.mario
Posted on Aug 2 2008, 08:14 AM
Quote Post


and you people thought Mugen coded in GML would never work
[*][*][*]

Group Icon
Group: Members
Posts: 4755
Member No.: 2349
Joined: 17-July 06

Status: (0d) [--]


it's already possible,

in the engine file just use:
mask = sprite_add(etc)
object_set_mask(player1,mask)

there, your character has a mask,

and I should probably explain how attack animations work if you people start making characters,
if you look at the attatched image you'll find it has 6 frames, 3 of mario without his fist, 3 of mario's fist, the attacklength varible defined in punch1.gme says 3, meaning that 3 frames will animate, the player1attack object is made to always have the same sprite as mario and the same frame + the length of the attack, so in essence, the first half of your sprite contains the part that can get hit, the second half contains the part that does the hitting.

user posted image


--------------------
mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
PMEmail Poster
Top
United States
Mr. Bird
Posted on Aug 2 2008, 09:00 AM
Quote Post


SUPAH DUPAH
[*][*]

Group Icon
Group: Members
Posts: 1402
Member No.: 4601
Joined: 20-October 07

Status: (0d) [--]


This is WAY too confusing for me...


--------------------
PMEmail Poster
Top
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

  Topic Options Topic Options Pages: (2) [1] 2  Reply to this topicStart new topicStart Poll

 




[ Script Execution time: 0.0768 ]   [ 16 queries used ]   [ GZIP Enabled ]   [ Server Load: 1.23 ]