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Offline ELECTRO

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Interactive Mugen Discussion
« on: February 02, 2014, 09:51:30 PM »
If you have any questions, comments, problems etc... about the recently released Interactive Mugen then this is where i'll be reading/answering them.

Link : http://electroslair.blogspot.com/

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Here are a few questions I can already foresee.

What are the different packs for?

Interactive Mugen : Has everything you need already in the download.

Interactive Character Updater : What you need to add your own characters to it.

Interactive Screenpack Install #1 : What you need only if you want to add Interactive stuff to your own Screenpack.

How hard is it to add in a new character?

Easy as 1, 2, 3, 4 as in that's how many steps it takes to add in a new character. It takes me about 5 min to add in a new character. If you would like to get the most out of IM then there are a few additional steps you can take for instance, better looking animations for certain new standard animations like Power-up health or get burned.

Will this mess up my character?

I'm 99.7% sure it will not. I've tested it on characters with insane amount of code and sprites like Leo by DoggieDoo and MK characters by Juano16. So far not a single problem, but remember to always backup your character before adding anything.

What size does the screenpack need to be to install this?

The screenpack needs to be 640X480. If not then you might get varying results.

What size does my character need to be in the CNS for this to work correctly?

A characters size should be :
[size]
xscale = 1
yscale = 1


Does this work in Mugen 1.0?

Most of it should, but I know certain stages like the Shinobi stages will not work correctly in Mugen 1.0. I would also download the stage pack without zoom to have the best results.

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

Here is a video I whipped up to help people understand how to install it.


« Last Edit: March 23, 2016, 03:58:11 PM by Acey »



Offline Rage

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Re: Interactive Mugen Discussion
« Reply #1 on: February 03, 2014, 01:08:57 AM »
Ok I seen both topics and yet i dont know what  Interactive Mugen is.

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Offline ELECTRO

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Re: Interactive Mugen Discussion
« Reply #2 on: February 03, 2014, 02:48:35 AM »
Basically you can Interact with stages threw the trigger stagevar(info.name) which is the only way Mugen will ever be Interactive. I personally understand things better with a visual demonstration so here's a quick video using some of the features.



Here is another video showing how easy and quick it is to add a character to it. Hope this helps you understand and sorry for the confusion.


Offline O Ilusionista

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Re: Interactive Mugen Discussion
« Reply #3 on: February 03, 2014, 07:20:37 AM »
Ok I seen both topics and yet i dont know what  Interactive Mugen is.

The so-called "interactive mugen" is a workaround which works only in full games, since Mugen doesn't accept codes on the stages. All of this ar archived by checking the stage name and using helpers to spawn the itens. Yes, you need to add it to ALL your chars...

On my project, I added it to another file so I just link the file on the char .def

Offline Acey

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Re: Interactive Mugen Discussion
« Reply #4 on: February 03, 2014, 10:48:20 AM »
On my project, I added it to another file so I just link the file on the char .def

Great idea O Ilu!

Offline ELECTRO

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Re: Interactive Mugen Discussion
« Reply #5 on: February 03, 2014, 11:41:30 AM »
The so-called "interactive mugen" is a workaround which works only in full games, since Mugen doesn't accept codes on the stages. All of this ar archived by checking the stage name and using helpers to spawn the itens. Yes, you need to add it to ALL your chars...

On my project, I added it to another file so I just link the file on the char .def

So there is an even easier way to do this? If so please share what your doing, because I thought I had simplified it as far as possible.

Offline Tha Lando ( Le CROM )

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Re: Interactive Mugen Discussion
« Reply #6 on: February 03, 2014, 11:57:28 AM »
this is cool. i am actually having various stages be interactive in ABR full game ...but not exactly like this  but this also leaves some ideas to use for certain stages. if both ways can be fused into one fully interactive stage for my project then might be really cool idea to have. Thanx for this Electro dude and the easier method too o illu.  :thumbsup:

Offline ELECTRO

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Re: Interactive Mugen Discussion
« Reply #7 on: February 11, 2014, 06:34:31 AM »
Testing out stage fatality for Belgrave Square Labs, but the stage and finisher still needs a little bit of work.

Updated the video with the finisher completed, whew at least the hard work is done. Just gotta add a few more elements to the stage and do the other finisher.

Finisher 1 complete

Video :

Finisher 2 complete

Video :
« Last Edit: February 13, 2014, 02:55:58 PM by ELECTRO »

Offline mcircosta

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Re: Interactive Mugen Discussion
« Reply #8 on: February 11, 2014, 04:08:06 PM »
amazing fatality  XD||

Offline ELECTRO

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Re: Interactive Mugen Discussion
« Reply #9 on: May 13, 2014, 02:45:45 AM »
Here is another sneak peek at what's coming for the second IM pack. This Interactive stage is from Shinobi 3. It has all the elements from the stage like jet surf board riding, airo Jets dropping bombs, sunken tanker to jump off of and water mines to dodge. I still havn't decided what i'm going to do for shadows/reflections and sound effects so please ignore those elements for now. I'll be showing a few more tests soon, but I want a few things to be a surprise for the release. Once i'm closer to being finished i'll send the beta over to Taybear for testing.

Video :

Offline O Ilusionista

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Re: Interactive Mugen Discussion
« Reply #10 on: May 13, 2014, 08:43:51 AM »
That is a nice idea, but this will render some problems, specially with chars that have projectiles which travels on the ground, like Kyo or Juggernaut.

Offline ELECTRO

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Re: Interactive Mugen Discussion
« Reply #11 on: May 13, 2014, 01:40:24 PM »
Other than it looks silly to have a ground attack on the waters surface, I don't see any problems with compatibility. Juggernaut also looks stupid standing on that surfboard. He really needs a board for each foot, LoL.

Offline ELECTRO

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Re: Interactive Mugen Discussion
« Reply #12 on: June 26, 2014, 09:55:46 AM »
More Shinobi 3 stuff to show off. You can bust a box & pick up weapons to throw, bombs to avoid, power to collect & enemies to fight.

Link :

Offline DEMONKAI

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Re: Interactive Mugen Discussion
« Reply #13 on: June 26, 2014, 06:49:22 PM »
Thats hot man!

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Lots and lots of supers so f*ckin what

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Offline ELECTRO

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Re: Interactive Mugen Discussion
« Reply #14 on: July 19, 2014, 10:23:15 PM »
Testing again for IM#2. Thanks to DJ_HannibalRoyce for his cool Mareep sheep stage. There are some elements that still need to be polished in the code but for the most part it's all here and working.

Link :

Edit : Woops I forgot to thank Taybear for his MK Pit stage.
« Last Edit: September 30, 2014, 05:08:27 PM by ELECTRO »

Offline DEMONKAI

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Re: Interactive Mugen Discussion
« Reply #15 on: July 20, 2014, 10:00:28 PM »
Those stage are damn cool. DJ collab was funny haha. But my fav was the china town SF stage meets Mk pit......slick work!!
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Offline O Ilusionista

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Re: Interactive Mugen Discussion
« Reply #16 on: July 20, 2014, 11:29:17 PM »
More Shinobi 3 stuff to show off. You can bust a box & pick up weapons to throw, bombs to avoid, power to collect & enemies to fight.

Link :

hum...and both players can hit the boxes?

Offline ELECTRO

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Re: Interactive Mugen Discussion
« Reply #17 on: July 21, 2014, 01:17:27 AM »
hum...and both players can hit the boxes?

Yes but one players hits will be artificial. It works good but not perfect. Most of the time I try to make the artificial hits go to player 2 since they will more than likely be controlled by the comp. Give it a spin & let me know what you think. I wont have the character updater ready until it's time to release it, so it's just KFM for now.

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Those stage are damn cool. DJ collab was funny haha. But my fav was the china town SF stage meets Mk pit......slick work!!

Thanks Kai! If you think that's cool just wait until you see the next Street Fighter stage fatal. It's probably the coolest idea I've had yet.
« Last Edit: September 30, 2014, 05:07:42 PM by ELECTRO »

Offline DEMONKAI

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Re: Interactive Mugen Discussion
« Reply #18 on: July 22, 2014, 08:02:33 PM »


Thanks Kai! If you think that's cool just wait until you see the next Street Fighter stage fatal. It's probably the coolest idea I've had yet.

I gotta see it  >:D
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Offline ELECTRO

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Re: Interactive Mugen Discussion
« Reply #19 on: September 30, 2014, 04:53:54 PM »
The second update is not far from release. It's been a while since I've shown any update footage so here is the latest addition. Death by train & stage by Old Gamer.


Offline Tha Lando ( Le CROM )

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Re: Interactive Mugen Discussion
« Reply #20 on: September 30, 2014, 07:16:05 PM »
 :D I think demonkai will get a kick out of this one. Lol.

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Re: Interactive Mugen Discussion
« Reply #21 on: October 05, 2014, 03:02:38 AM »
Something I started work on today & thought it was far enough along in the process to make a quick teaser vid. There are two finishers for the stage, one is a ringout like in RBFF and the other is getting smashed by the train. Probably the hardest finishers I have made so far code wise. In a couple of days I should have worked out the kinks and added the missing train sprites.


Offline O Ilusionista

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Re: Interactive Mugen Discussion
« Reply #22 on: October 05, 2014, 11:22:37 AM »
Hahaha I liked the idea

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Re: Interactive Mugen Discussion
« Reply #23 on: October 05, 2014, 12:18:10 PM »
 :DxDie yooooooo that is so cool and hilarious on so many levels! Great work man .  :thumbsup:

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Re: Interactive Mugen Discussion
« Reply #24 on: October 05, 2014, 01:24:06 PM »
 :O*D

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