collapse

Author Topic: ShugenDO beta released  (Read 2816 times)

0 Members and 1 Guest are viewing this topic.

Offline ilikedamugen

  • Initiate
  • **
  • Posts: 118
  • Last Login:July 18, 2009, 12:34:00 AM
  • I Do Ya Know!
    • Email
Re: ShugenDO beta released
« Reply #25 on: March 07, 2009, 06:59:50 AM »
yeah i just " Tried" to use it but my comp couldnt read the shaders or whatnot so i guess im screwed /:O  oh well .............looks cool though

Just For Fun! & Fa Life

Offline tunglashor

  • Contributor
  • ****
  • Posts: 105
  • Last Login:May 02, 2019, 05:45:21 PM
    • tunglashor
    • Email
Re: ShugenDO beta released
« Reply #26 on: March 07, 2009, 07:14:46 AM »
Correct me if im wrong but is the 256 color limit gone for this?
SakirSoft is working on this I believe.  This is a big change though - the current SFF file format can't support 24/32 bit images so a lot needs to change.  I think the idea is to create a new, next-gen SFF format and support that as well as the old Mugen version.  I'm not sure if that's done yet though.

Offline greatmuta2

  • Infinity Regular
  • ****
  • Posts: 1295
  • Country: United States us
  • Last Login:April 19, 2017, 08:07:22 PM
    • greatmuta2
    • Email
Re: ShugenDO beta released
« Reply #27 on: March 07, 2009, 07:15:46 AM »
i just tried this it looks VERY promising i have a few questions though if someone can answer them it would be heavily appreciated
1.will this be able to work with a joystick? i tried the controls set wih it but i suck with keyboard badly
2.will this eventually have a watch mode? i always enjoy watching fights lol
3.final question is their a way to prevent cheap chars like god,orochi chars from working if so this in time WILL beat mugen because thats one of the few reasons people hate is is those cheap overpowered chars

Offline tunglashor

  • Contributor
  • ****
  • Posts: 105
  • Last Login:May 02, 2019, 05:45:21 PM
    • tunglashor
    • Email
Re: ShugenDO beta released
« Reply #28 on: March 07, 2009, 07:51:41 AM »
i just tried this it looks VERY promising i have a few questions though if someone can answer them it would be heavily appreciated
1.will this be able to work with a joystick? i tried the controls set wih it but i suck with keyboard badly
2.will this eventually have a watch mode? i always enjoy watching fights lol
3.final question is their a way to prevent cheap chars like god,orochi chars from working if so this in time WILL beat mugen because thats one of the few reasons people hate is is those cheap overpowered chars

1. Yes.  Actually I think it already does - it's just that you need to edit a file to configure it as the menu isn't done yet.
2. Surely!
3. just... don't install those characters...?

Offline greatmuta2

  • Infinity Regular
  • ****
  • Posts: 1295
  • Country: United States us
  • Last Login:April 19, 2017, 08:07:22 PM
    • greatmuta2
    • Email
Re: ShugenDO beta released
« Reply #29 on: March 07, 2009, 07:55:31 AM »
1. Yes.  Actually I think it already does - it's just that you need to edit a file to configure it as the menu isn't done yet.
2. Surely!
3. just... don't install those characters...?
yeah i know lol but people do install them then for some reason they hate the whole game lol and ill check out what you said about controls lol that was my main gripe ill be looking forward to this engine lo

Offline ExShadow

  • IMT Content Architect
  • *
  • Posts: 4097
  • Country: United States us
  • Last Login:April 03, 2023, 07:30:21 PM
  • Get serious.
Re: ShugenDO beta released
« Reply #30 on: March 07, 2009, 10:56:41 PM »
SakirSoft is working on this I believe.  This is a big change though - the current SFF file format can't support 24/32 bit images so a lot needs to change.  I think the idea is to create a new, next-gen SFF format and support that as well as the old Mugen version.  I'm not sure if that's done yet though.
ah ok but suppose u guys do figure it out will it effect the gameplay in itself? maybe slow it down a bit?
»ĐΣΛTĦŞTØRM«

Offline O Ilusionista

  • Since 1999 and kicking :)
  • IMT Content Architect
  • *
  • Posts: 12466
  • Country: Brazil br
  • Last Login:June 03, 2024, 03:17:47 PM
  • OpenBOR & Mugen addicted
    • BMT - Brazil Mugen Team
    • Email
Re: ShugenDO beta released
« Reply #31 on: March 09, 2009, 04:39:39 AM »
Correct me if im wrong but is the 256 color limit gone for this?

this is something that we really don't need. People wants pictures with more than 256 to stages, but I think that 256 is far enough. And 24/32 bit palettes have a HUGE size (about 2 GB).

Correct me if I'm wrong, but the onlyu image that support more than 256 colors but not have so many colors is TIM2 files.

side note: 24/32 bit is a common mistake. The images are 8bits, indeed. Our eyes even don't see imagens with more than 12 bits, it have much more color than the human eye see (I studied Color and the Eye a LOT on my College)

Offline x_mad80

  • Infinity Regular
  • ****
  • Posts: 603
  • Last Login:September 25, 2014, 11:28:52 PM
    • xmad's mugen crap!
Re: ShugenDO beta released
« Reply #32 on: March 09, 2009, 06:45:01 AM »

quote from their faq

"I added an char but it won't display the player icon why?
After you copied your chars in the chars folder you should run "AllExtract.exe" file.
This file will extract all the necessary files for each char in the char folder.
So after that you should see the icons and Selection Animation in the Selection Screen."


i for the  life of me can't find Allextract.exe
any help?  :-??

Offline tunglashor

  • Contributor
  • ****
  • Posts: 105
  • Last Login:May 02, 2019, 05:45:21 PM
    • tunglashor
    • Email
Re: ShugenDO beta released
« Reply #33 on: March 09, 2009, 12:02:05 PM »
this is something that we really don't need. People wants pictures with more than 256 to stages, but I think that 256 is far enough. And 24/32 bit palettes have a HUGE size (about 2 GB).
I'm on the fence, personally.  If a new file format can be introduced with good compression, it might be worth having.  However, palettes will not be supported for such images (as you say, they're far too big).  If it's to be used for characters some other means of changing the colours will need to be developed, some kind of filter perhaps.

side note: 24/32 bit is a common mistake. The images are 8bits, indeed. Our eyes even don't see imagens with more than 12 bits, it have much more color than the human eye see (I studied Color and the Eye a LOT on my College)
Well, it's more complicated than that.  The human eye is more sensitive to some colours than others.  It may be true that there are some colours in the RGB 24-bit space that the human eye can't tell apart, but there are also shades which the eye can see, but which aren't present in RGB 24-bit.  In the RGB 24-bit space there are 256 shades of each colour: the eye can see far more than 256 different shades of red or green, for example.

As for 32-bit images - these support 24-bit colour with 8 bits of alpha data.  This would allow sprites to be partially transparent - 256 levels of opacity, as opposed to the 2 levels (fully opaque/fully transparent) supported by 8-bit images.

ah ok but suppose u guys do figure it out will it effect the gameplay in itself? maybe slow it down a bit?
Hard to say, until it's implemented.  I suspect it will depend on the power of your graphics hardware.

quote from their faq

"I added an char but it won't display the player icon why?
After you copied your chars in the chars folder you should run "AllExtract.exe" file.
This file will extract all the necessary files for each char in the char folder.
So after that you should see the icons and Selection Animation in the Selection Screen."


i for the  life of me can't find Allextract.exe
any help?  :-??
That's a little outdated, I think 'allextract.exe' has been removed in recent builds as it's no longer compatible.  New tools will be released for doing this in future.

Offline x_mad80

  • Infinity Regular
  • ****
  • Posts: 603
  • Last Login:September 25, 2014, 11:28:52 PM
    • xmad's mugen crap!
Re: ShugenDO beta released
« Reply #34 on: March 09, 2009, 08:14:52 PM »
oh ok just wondering.

Offline SakirSoft

  • Initiate
  • **
  • Posts: 13
  • Last Login:June 12, 2009, 03:40:26 PM
Re: ShugenDO beta released
« Reply #35 on: March 15, 2009, 05:29:10 PM »
Today a new Beta Build.
Build 222 is out now.

Again thanks to the whole commuinty which helps in improving the compatibilty.
I will also upload a video showing different chars of the community which are working better now with this build.

The current situation of ShugenDo is like this.
I am concentration on compatibility improvements and release each week a new beat build with new bugfixes.
In the last two weeks compatibility increased alot. Chars which were unplayabel are now playable and will be more playable each time.
After compatibility is reached almost 100% i will try to release the first port on a different platform.
And also you will see the new improvements which are currently disabled. StageScript, PhysicEngine etc.

Know bugs:
In this build you will notice a gfx bug on the right power bar. Please ignore it right now.
It will be fixed in the next beta build.



Here the changelog.

-Added abilty to handle textsection more efficent and easy
-AngleDraw pivot point is the axis of the image now
 and not the center if the image
-Detecting duplicated Actions and warn
-AnimElemTime is triggering even in a later loop
-Faulty PCX in SFF are ignored now
-improved textsection handling
-on hit direct state transition
-Pos Z return 0 for compatibility
-fixed loopstart handling
-AnimElem parsing improved with better hotfixing
-LogAnd(&&) ,LogOr(||) behavior fix
-fixed wrong successive command parsing of dir keys with a release modifier

Happy testing with build 222

You can get the latest beat build on
www.sakirsoft.com



Post Merge: March 15, 2009, 05:47:05 PM
Hey Jarek

Something that I miss is a manual, saying all the new stuff that was added. I know that stages now have some programation, that there are new sctrls and such

Currently all the new stuff is disabled and in testing phase. As soon as the new stuff gets concret i will release docs on how they work.
Right now ShugenDo has no new sctrl or trigger.
Compatibilty improvement has higher priority right now.

Post Merge: March 15, 2009, 05:50:12 PM
Well, if they want some serious beta testing, we could do a project on Shugendo... maybe.

What do you mean with "do a project on Shugendo"?
« Last Edit: March 15, 2009, 05:50:12 PM by SakirSoft »

Offline .:K.I.N.G:.

  • King &
  • Global Moderator
  • *
  • Posts: 1867
  • Last Login:May 16, 2013, 07:18:26 PM
  • Accepting All Challenges
Re: ShugenDO beta released
« Reply #36 on: March 15, 2009, 08:28:58 PM »
Compatibilty improvement has higher priority right now.
good to know :thumbsup:
I'm a Dude Playing a Dude, Disguised as Another Dude

Offline ExShadow

  • IMT Content Architect
  • *
  • Posts: 4097
  • Country: United States us
  • Last Login:April 03, 2023, 07:30:21 PM
  • Get serious.
Re: ShugenDO beta released
« Reply #37 on: March 15, 2009, 08:50:06 PM »
wat does it mean wh en it says my card doesnt support pixcel shading? o.o
»ĐΣΛTĦŞTØRM«

Offline Jarek Bachanek

  • New Member
  • *
  • Posts: 5
  • Last Login:November 18, 2010, 04:44:45 AM
    • Email
Re: ShugenDO beta released
« Reply #38 on: March 15, 2009, 09:45:29 PM »
It simple as that. If your graphic card isn't DirectX 9 compatibile and doesn't have Pixel Shaders 2.0 you can't run ShugenDo. I suggest graphic card update in this case.

Offline .:K.I.N.G:.

  • King &
  • Global Moderator
  • *
  • Posts: 1867
  • Last Login:May 16, 2013, 07:18:26 PM
  • Accepting All Challenges
Re: ShugenDO beta released
« Reply #39 on: March 16, 2009, 10:25:02 AM »
very nice work.
why is there a dos window running in the back?
i did some testing with my yet to be released Adon.

some basic bugs.
-changestate based on backedgedist and backedgebodydist don't work very well.
-changeanim based on command in a specific period of time doesn't work.
-fx misplacing
-fx transparency issues
-throw binding, physics, facing don't work like it should.
-commands delay .. commands don't register as fast as mugen so it messes up the combos and stuff like that.
-stage bound and camera problems.
-projectile accel don't work
-screenbound dosen't work like it should
-hitdef yaccel dosen't work
-timings and physics don't work well too...it makes the gameplay very different that how it is in mugen.
-jumping over the enemy will automatically facep2
-sometimes enemy disappears or just floats and never comes back down.

I'm a Dude Playing a Dude, Disguised as Another Dude

Offline Technology

  • Forum Member
  • ***
  • Posts: 293
  • Last Login:August 14, 2009, 02:02:02 PM
  • Got Any Char Request? PM Me.
Re: ShugenDO beta released
« Reply #40 on: March 16, 2009, 11:32:22 AM »
Looks awesome, well done !  :thumbsup:

Downloading right now.  :O*D
I love cheap chars, got any cheap char? Send it to me.
Special Thanks to Twon for my beautiful avy and Twon & shulbocka for the siggies.

Offline SakirSoft

  • Initiate
  • **
  • Posts: 13
  • Last Login:June 12, 2009, 03:40:26 PM
Re: ShugenDO beta released
« Reply #41 on: March 16, 2009, 05:40:51 PM »
very nice work.
why is there a dos window running in the back?
i did some testing with my yet to be released Adon.

some basic bugs.
-changestate based on backedgedist and backedgebodydist don't work very well.
-changeanim based on command in a specific period of time doesn't work.
-fx misplacing
-fx transparency issues
-throw binding, physics, facing don't work like it should.
-commands delay .. commands don't register as fast as mugen so it messes up the combos and stuff like that.
-stage bound and camera problems.
-projectile accel don't work
-screenbound dosen't work like it should
-hitdef yaccel dosen't work
-timings and physics don't work well too...it makes the gameplay very different that how it is in mugen.
-jumping over the enemy will automatically facep2
-sometimes enemy disappears or just floats and never comes back down.

I will look in to those. Seems like you now mugen very well.

It right that backedgedist ,backedgebodydist, frontdgedist  and frontgebodydist
are not working righ at the moment.

Here a video of some bug fixed chars

Offline .:K.I.N.G:.

  • King &
  • Global Moderator
  • *
  • Posts: 1867
  • Last Login:May 16, 2013, 07:18:26 PM
  • Accepting All Challenges
Re: ShugenDO beta released
« Reply #42 on: March 17, 2009, 01:31:16 AM »
video is looking good ^^(PM)^ i'm looking forward for compatibility improvements.
I'm a Dude Playing a Dude, Disguised as Another Dude

Offline SakirSoft

  • Initiate
  • **
  • Posts: 13
  • Last Login:June 12, 2009, 03:40:26 PM
Re: ShugenDO beta released
« Reply #43 on: March 23, 2009, 05:07:00 AM »
The next beta build will be released next week end.
You can except more compatibilty updates.

Btw do we have some Authors here for bug reports?
« Last Edit: March 23, 2009, 05:15:30 AM by SakirSoft »

Offline .:K.I.N.G:.

  • King &
  • Global Moderator
  • *
  • Posts: 1867
  • Last Login:May 16, 2013, 07:18:26 PM
  • Accepting All Challenges
Re: ShugenDO beta released
« Reply #44 on: March 23, 2009, 07:21:16 AM »
we indeed have many authors here, but i don't know if most em will test for bug report.
I'm a Dude Playing a Dude, Disguised as Another Dude

Offline SakirSoft

  • Initiate
  • **
  • Posts: 13
  • Last Login:June 12, 2009, 03:40:26 PM
Re: ShugenDO beta released
« Reply #45 on: March 23, 2009, 05:34:16 PM »
So lets hope that some author will try ShugenDo.
I think a author will know the best whats wrong with his creation in ShugenDo.

Also i noticed some trickey code which some authors are using.
It would be more easy to understand how they work with the help of the author.

Offline .:K.I.N.G:.

  • King &
  • Global Moderator
  • *
  • Posts: 1867
  • Last Login:May 16, 2013, 07:18:26 PM
  • Accepting All Challenges
Re: ShugenDO beta released
« Reply #46 on: March 26, 2009, 12:38:55 AM »
So lets hope that some author will try ShugenDo.
I think a author will know the best whats wrong with his creation in ShugenDo.

Also i noticed some trickey code which some authors are using.
It would be more easy to understand how they work with the help of the author.

testing many characters might get you distracted.
i think the best way is to use a complex character like kenshiro by drowin then compare how he plays in both mugen and ShugenDo, focusing on 1 complex character will demonstrate most of ShugenDo's bugs, differences will show and you'll know what you need to do or fix even if you don't understand some of the complex mugen codes.
I'm a Dude Playing a Dude, Disguised as Another Dude

Offline Acey

  • Infinity Administrator
  • *
  • Posts: 9579
  • Country: United States us
  • Last Login:December 05, 2022, 10:43:15 PM
  • "Victory means nothing, the fight is everything."
    • Infinity Wiki - Acey
    • Email
Re: ShugenDO beta released
« Reply #47 on: March 26, 2009, 12:54:36 AM »
So lets hope that some author will try ShugenDo.
I think a author will know the best whats wrong with his creation in ShugenDo.

Also i noticed some trickey code which some authors are using.
It would be more easy to understand how they work with the help of the author.


I actually have every intention of doing some major testing for ShugenDo because I really want to support what you're doing here. I just have to finish a few items first before I can really devote some time to it.

Offline SakirSoft

  • Initiate
  • **
  • Posts: 13
  • Last Login:June 12, 2009, 03:40:26 PM
Re: ShugenDO beta released
« Reply #48 on: March 26, 2009, 05:35:40 AM »
I actually have every intention of doing some major testing for ShugenDo because I really want to support what you're doing here. I just have to finish a few items first before I can really devote some time to it.

Good to hear that  ;)
Take you time. I think its better to begin with the next beta build which i will release on sunnday.
It contains alot of bug fixes.

Offline SakirSoft

  • Initiate
  • **
  • Posts: 13
  • Last Login:June 12, 2009, 03:40:26 PM
Re: ShugenDO beta released
« Reply #49 on: March 29, 2009, 09:13:22 AM »
Today another Beta Build with alot of fixes again.
Thanks again for your bug reports which helped my to find and fiy the bugs.

To improve ShugenDo i need some bug report writers.
Please test ShugenDo and report bugs.

Get the beta here

Btw a nice stage converter can be found here.
http://www.sakirsoft.com/cms/index.php?option=com_content&task=blogcategory&id=3&Itemid=16


ChangeLog
Quote
222->244
-Added TargetBind Flag
-IsBound flag is set correct now
-rewrote pushing behaviour
-better faulty air file handling
-movehit preist flags is evaluted correct now
-numtarget counts the target of the root
-images are flipping respective to their axis position
-changed movehit, movecontact and MoveGuarded increase behavior
-fixed MoveHitReset controller
-fixed helper redirection
-PlayerPush is only for the current player  and not for all
-enemy(0) is will find the first enemy like "enemy" or enemy(-1)
-Added new buffered loggin system
-fixed explod pos = back facing bug
-added range pram to player power and lifebars
-added sissiros rect
-INTEL GMA950 gfx chips are supported now. ShugenDo meets the Eeepc
-fixed explod pos handling
-implmented more AsserSpecial flags
   -noBarDisplay
   -NoBg
   -NoFg
   -timerfreez
   -noshadow
   -invisible
-fixed Explod facing handling

Tags:
 


* IMT Facebook

Help us by Donating!

IMT Discord

Join us at our Discord! Click the image below!

* IMT Shoutbox

Sorry, this shoutbox does not exist.

* Recent Posts

Neo Geo Pocket by malevka2
[June 05, 2024, 10:53:57 AM]


[WIP] Pocket Dimensional Clash 2 by O Ilusionista
[June 03, 2024, 03:18:12 PM]


[BOR] _Avengers United Battle Force_ by O Ilusionista
[June 03, 2024, 03:13:51 PM]


Mega Man & Bass - Dynamo Man by Sir Rousseau by O Ilusionista
[June 03, 2024, 03:09:50 PM]


D2TD VS Showcase Thread by D2TD
[May 31, 2024, 11:44:23 AM]


Lasombra's IKEMEN Go Interactive Stages' WIP Topic and Releases by Lasombra Demon
[May 26, 2024, 07:39:11 PM]


TMNT Hong Kong Stage for 1.0 & 1.1 Re-Release by LightFlare
[May 24, 2024, 01:44:07 PM]


Captain Commando Stage Pack by Vegaz by LightFlare
[May 24, 2024, 09:20:05 AM]


Street Fighter 1 Ultimate Ryu by ELECTRO
[May 22, 2024, 03:58:25 PM]


China Town (Revenge of Shinobi) by Lord_Enemil
[May 22, 2024, 03:02:10 PM]

* IMT Calendar

June 2024
Sun Mon Tue Wed Thu Fri Sat
1
2 3 4 5 [6] 7 8
9 10 11 12 13 14 15
16 17 18 19 20 21 22
23 24 25 26 27 28 29
30

SimplePortal 2.3.5 © 2008-2012, SimplePortal