EF-12: Your polygon MUGEN dreams comes true

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Comments

  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited October 2013
    What are the very minimum specs to run EF-12?

    Depends how well you can deal with a low render resolution.
    If 720 by 448 runs too slow try the PSP resolution of 480 by 272.

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • King9999King9999 Joined: Posts: 10,871 ✭✭✭✭✭ OG
    Just discovered this engine through Salty Bet.

    I want to see someone make Rival Schools with this engine!
    Switch Friend Code: SW-2722-8799-3295
    PSN/Steam ID/NNID: mmking9999
    Tile Crusher now available on Android & Itch.io!
    "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -Satoru Iwata, 1959-2015
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited November 2013
    And more news. English release tomorrow.

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • ForsakenM~ForsakenM~ Unstable Catalyst of Hype Joined: Posts: 197
    Maybe I'm just dumb, but how do I configure my controller?
    Current Goal: Working as many jobs as I can, while trying to balance money between important goals and maintaining sanity.

    PSN: ForsakenM
    3DS FC: 5301-0968-5196, ForsakenM~

    UMVC3: Hulk/G-Rida/Sentinel; MK9: Quan Chi; SG: Big Band; UNSR: Not quite sure yet!; MKX: So many good choices!
  • King9999King9999 Joined: Posts: 10,871 ✭✭✭✭✭ OG
    It's out now! http://playism-games.com/games/ef12/#

    Downloading.
    Switch Friend Code: SW-2722-8799-3295
    PSN/Steam ID/NNID: mmking9999
    Tile Crusher now available on Android & Itch.io!
    "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer." -Satoru Iwata, 1959-2015
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    ForsakenM~ wrote: »
    Maybe I'm just dumb, but how do I configure my controller?
    You have to use controller ini files.

    InGame go on the left then controller buttons on the right.

    In Game Buttons
    VF & SC
    1 = P
    2 = K
    3 = G

    SF & TK
    3 = LP
    4 = MP (RP)
    5 = HP
    1 = LK
    2 = MK (RK)
    6 = HK

    AH(Might have this one wrong)
    1 = A
    4 = B
    2 = C
    3 = D
    6 = E

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • ForsakenM~ForsakenM~ Unstable Catalyst of Hype Joined: Posts: 197
    jedpossum wrote: »
    ForsakenM~ wrote: »
    Maybe I'm just dumb, but how do I configure my controller?
    You have to use controller ini files.

    InGame go on the left then controller buttons on the right.

    In Game Buttons
    VF & SC
    1 = P
    2 = K
    3 = G

    SF & TK
    3 = LP
    4 = MP (RP)
    5 = HP
    1 = LK
    2 = MK (RK)
    6 = HK

    AH(Might have this one wrong)
    1 = A
    4 = B
    2 = C
    3 = D
    6 = E

    So, do I change the files in the Pad folder? And how exactly do I change them? I have a Dilong USB controller set to mimic a PS2 controller.
    Current Goal: Working as many jobs as I can, while trying to balance money between important goals and maintaining sanity.

    PSN: ForsakenM
    3DS FC: 5301-0968-5196, ForsakenM~

    UMVC3: Hulk/G-Rida/Sentinel; MK9: Quan Chi; SG: Big Band; UNSR: Not quite sure yet!; MKX: So many good choices!
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited November 2013
    Yes you have to change the ini's in the padfolder or make your in there.

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • ForsakenM~ForsakenM~ Unstable Catalyst of Hype Joined: Posts: 197
    jedpossum wrote: »
    Yes you have to change the ini's in the padfolder or make your in there.

    Ehh, maybe I'll get it some other time.
    Current Goal: Working as many jobs as I can, while trying to balance money between important goals and maintaining sanity.

    PSN: ForsakenM
    3DS FC: 5301-0968-5196, ForsakenM~

    UMVC3: Hulk/G-Rida/Sentinel; MK9: Quan Chi; SG: Big Band; UNSR: Not quite sure yet!; MKX: So many good choices!
  • YannickYannick Max Range Panta Rhei Joined: Posts: 4,467
    Congrats on the ENG release!
    The Sunset Studio // Destiny: Rise of Iron, Fighters, Development, Mechanics, Strategy, Media.
  • onoguonogu Joined: Posts: 39
    Hi all,

    Finally EF-12 entry Steam greenlight!

    http://steamcommunity.com/sharedfiles/filedetails/?id=196830672

    I need your help. Please vote if your have Steam accout!!

    Thanks.
  • ForsakenM~ForsakenM~ Unstable Catalyst of Hype Joined: Posts: 197
    jedpossum wrote: »
    Yes you have to change the ini's in the padfolder or make your in there.

    So, I know I have to go into the Pad folder, but once I open up a file (default, SF, TK, etc) how do I edit it to get the buttons to work I tried, and when I switched it at the character select it acted like I was trying to select everything at once.

    I'm using this, if it helps.
    pu401t-twin-usb-gamepad-with-vibration-1-5-m-usb-extension-c-5845254-Gallay.jpg
    Current Goal: Working as many jobs as I can, while trying to balance money between important goals and maintaining sanity.

    PSN: ForsakenM
    3DS FC: 5301-0968-5196, ForsakenM~

    UMVC3: Hulk/G-Rida/Sentinel; MK9: Quan Chi; SG: Big Band; UNSR: Not quite sure yet!; MKX: So many good choices!
  • MikuruXMikuruX ┐( ̄ー ̄)┌ Scrubby! Joined: Posts: 497
    I swear I need to learn how to make cell-shaded models like that AH picture posted. If I can do that, I think I might enjoy working with this.
    Playing Scrubby Since 1996 | "You Suck But It Can't Be Helped! ┐( ̄ー ̄)┌"
    Aquapazza: Chizuru/Riannon | AH3: Elsa (Fire) | P4U: Chie | UNIB: Waldstein | DBFCI: Kirino, Yuuki, Kuroko
    Blade Arcus: Urayukihime | Koihime Enbu: Everyone | Chaos Code: NSOC: Lupinus, Rui | Nitro+ Blasterz: Ruili
  • Kalyx triaDKalyx triaD Serious Business Joined: Posts: 2,809
    Thank you for this, it's gonna come in handy.
    XBL: Kalyx triaD

    YouTube.com/Kalyx
  • ForsakenM~ForsakenM~ Unstable Catalyst of Hype Joined: Posts: 197
    edited November 2013
    Okay, so I got the numbered buttons to work, but I can't get the direction pad/analog stick to work. What the heck?

    EDIT: Okay, so the directionals and analog work during the fight, but not at the character select screen? I'm even more confused than before...
    Current Goal: Working as many jobs as I can, while trying to balance money between important goals and maintaining sanity.

    PSN: ForsakenM
    3DS FC: 5301-0968-5196, ForsakenM~

    UMVC3: Hulk/G-Rida/Sentinel; MK9: Quan Chi; SG: Big Band; UNSR: Not quite sure yet!; MKX: So many good choices!
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    Can't help you there as the coding for inputs for menus are closed off.

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • onoguonogu Joined: Posts: 39
    Ummm... I never seen [DILONG] so I also cannot help...
    My local PC, Playstation controller is work.
  • onoguonogu Joined: Posts: 39
    See this document. It's Japanese but use a lot of pictures so easy to read.

    http://ef-12.com/wp-content/uploads/2012/02/How2PadSetting.pdf
  • Ian SullivanIan Sullivan Joined: Posts: 119
    Is it possible to modify the camera and boundaries to use the Project EF-12 engine as a 2.5D fighter (think Street Fighter IV)?
  • FendakFendak Joined: Posts: 1
    this.. can be a revolution, people..
    this engine has a great potential
  • shaowebbshaowebb Joined: Posts: 42
    edited January 2014
    Is it possible to modify the camera and boundaries to use the Project EF-12 engine as a 2.5D fighter (think Street Fighter IV)?

    YES. I recently asked Onoguchi san about this. Essentially if you just turn off the option on your character to move into the z coordinate plane or to roll into that plane on wakeup they become fixed on a 2.5d perspective. I currently got a small group together working with the engine in attempts to make a full scale commercial 2.5d fighting game over the period of several years outside of our regular careers and jobs and from what the script and code guys are saying the engine was made from the ground up to be moddable and fully adjustable. Onoguchi san also responds to questions directly through his youtube channel frequently BTW. I know he's here in this thread, but be sure to check those vids! He even posts code and does request videos to show folks how to edit variables.

    Recently it was revealed version 1.7 would be hitting us soon with a lot of things to do including in engine move editor tools, parts replacer like the outfit parts in Soul Calibur and KI, and a foolviewer to allow you to check what your stuff would look and move like without having to start ef12 every time.

    Also a note on the cameras. Onoguchisan has been doing some work recently on custom camera flags and if you watch his newer throw videos you can see him using them and even showing how to set them up. This means cinematic moves are possible like in SF4 as they could fall under a throw state and gain special cinematic camera angles. You have to setup your cameras in softimage and import the camera and be careful to time the length of the move to the camera pan otherwise it wont come out though. I think this is to prevent accidentally having stuff like cameras at the wrong angles during periods where you've already recovered from a move or something.

    Definitely follow this engine guys. Its looking like a VERY usable and moddable tool fit to make just about anything you want. And thanks Onoguchisan for all your hard work.

    Post edited by shaowebb on
  • MikuruXMikuruX ┐( ̄ー ̄)┌ Scrubby! Joined: Posts: 497
    edited January 2014
    Just wondering but has there been any update to the documentation for EF-12? I'm trying to look for tutorials and such on how to make custom title screens, character select screens, etc. for now (I'm not going to worry about characters & making stages until I figure this stuff out first). Also, is the latest EN version still ver 1.65?
    Post edited by MikuruX on
    Playing Scrubby Since 1996 | "You Suck But It Can't Be Helped! ┐( ̄ー ̄)┌"
    Aquapazza: Chizuru/Riannon | AH3: Elsa (Fire) | P4U: Chie | UNIB: Waldstein | DBFCI: Kirino, Yuuki, Kuroko
    Blade Arcus: Urayukihime | Koihime Enbu: Everyone | Chaos Code: NSOC: Lupinus, Rui | Nitro+ Blasterz: Ruili
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    1.65 is the latest version.
    1.7 is going to have costume items like in tekken and vf to be in the game.

    I can answer questions on the 2d graphics scripting.

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • MikuruXMikuruX ┐( ̄ー ̄)┌ Scrubby! Joined: Posts: 497
    edited January 2014
    jedpossum wrote: »
    1.65 is the latest version.
    1.7 is going to have costume items like in tekken and vf to be in the game.

    I can answer questions on the 2d graphics scripting.

    Ah ok, I was wondering about the versions. Thanks a lot on that. I'm currently using 1.7 since it's not much different than 1.65 in terms of reading everything (since everything is in English ingame).

    Now my question about the creation of material like the title screen, character select screen, etc. I thought that maybe EF-12 would use something similar to Stepmania (which is something I'm very familiar with when it comes to making and adding custom made screens and skins) but with me looking into the data files for the screens, I'm rather lost as to how to get started since the file types (.dds, .lox, & .lxe) are something my PC doesn't recognizes in terms of something being used with Photoshop or whatever. Because the documentation supplied is in Japanese, I can't make heads or tails as to what to do. Using EF-12, I want to try to make something of a mixture between Battle Arena Toshinden (I miss this game so much....it really needs to get revived) & Arcana Heart.
    Post edited by MikuruX on
    Playing Scrubby Since 1996 | "You Suck But It Can't Be Helped! ┐( ̄ー ̄)┌"
    Aquapazza: Chizuru/Riannon | AH3: Elsa (Fire) | P4U: Chie | UNIB: Waldstein | DBFCI: Kirino, Yuuki, Kuroko
    Blade Arcus: Urayukihime | Koihime Enbu: Everyone | Chaos Code: NSOC: Lupinus, Rui | Nitro+ Blasterz: Ruili
  • jedpossumjedpossum Ok, Darling Joined: Posts: 4,227
    edited January 2014
    DDS is a standard, very common texture file there should be a plugin somebody made for the file to work on photoshop.

    Lox, Lxe are the script files for how your going to animate pieces of the 2d art.

    Lox is the uncompiled script file telling how the texture should animate which can be opened with notepad or what ever you want to use(I use notepad++).

    Lxe is just the script compiled down so it loads quicker on the engine or fool viewer, but you can't really edit the file easily.

    As for scripting

    The first part of the scripting is going to be the footage list which tells what textures are being used and how big the big the texture is.

    Example
    FootageList>
    	Footage>
    		Name=YOURTEXTUREFILENAMEHERE
    		Size=128,128
    

    You can use more than one texture.
    Which would look something like this.
    FootageList>
    	Footage>
    		Name=Texture1
    		Size=128,128
    	Footage>
    		Name=Texture2
    		Size=384,224
    	Footage>
    		Name=Texture3
    		Size=1024,1024
    

    Now that's just to load the textures so the script can use them next is to make an item for you use for the ini.
    They're known as scenes.
    Scene>
    	Name=000_Testing
    	Frame= 60.0
    	BGColor=1,0,1
    
    Quick rundown what the those do.
    Name is what you use in the ini file for the effect.
    Frame is how long it will last
    BGColor is the background color in the lxe viewer.

    That isn't all there is too the scenes there is another part the layer. Layers is how you load the the texture to the effect color it rotate set anchor, position, scale, color.
    Scene>
    	Name=000_Testing
    	Frame= 60.0
    	BGColor=1,0,1
    
    	Layer>
    		Id=Texture3
    		AnchorPoint=420.000000,660.000000
    		Position=640.000000,384.000000
    		Scale=1.000000,1.000000
    		Roll=0.000000
    		Color0=1.000000,1.000000,1.000000,1.000000
    		Color1=1.000000,1.000000,1.000000,1.000000
    		Color2=1.000000,1.000000,1.000000,1.000000
    		Color3=1.000000,1.000000,1.000000,1.000000
    		Frame=50.000000,60.000000
    		Mask=0.000000,552.000000,840.000000,786.000000
    		Mode=Add
    		Filter=Bilinear
    

    Id is what texture you want to use from the footage list.
    AnchorPoint is the anchor where 0 is according to the texture
    Position is how far from the anchor you are.
    Scale how you want to stretch said texture.
    Roll is the rotation only on z though.

    The colors are for each corner of the texture.
    01
    23

    Frame is how long it lasts out of the initial time
    Mask is what you want to to crop out of the dds file.
    Mode is how you want to load the texture. Normal and Add(Additive).
    Filiter only point and Bilnear is supported. Use point if you want it to show pixels.

    But, I'm you want to add sure want to add animation to it that is done with keys. Not as simple as writing key there is only certain animation with types.
    	KeyPoint>
    			Type=Scale2
    			Interp=Linear
    			Key>
    				Frame=12.000000
    				Value=0.950000,0.950000
    			Key>
    				Frame=16.000000
    				Value=1.050000,1.050000
    

    Hopefully, that is enough to get you started. Cause I'm tired of typing.

    I occasionally stream so you can see how boring poking around in the memory is. www.hitbox.tv/jedpossum

    [8/6/2014 8:19:53 PM] Pasky: jedpossum, hacker of the obscure fighting games

  • MikuruXMikuruX ┐( ̄ー ̄)┌ Scrubby! Joined: Posts: 497
    That seems rather similar to how the metrics in Stepmania works. I'm currently installing a plugin for Photoshop so that I can get the DDS files to show (nVidia plugin for Photoshop). Thanks a bunches Jed, this is really helpful in more ways than I thought.
    Playing Scrubby Since 1996 | "You Suck But It Can't Be Helped! ┐( ̄ー ̄)┌"
    Aquapazza: Chizuru/Riannon | AH3: Elsa (Fire) | P4U: Chie | UNIB: Waldstein | DBFCI: Kirino, Yuuki, Kuroko
    Blade Arcus: Urayukihime | Koihime Enbu: Everyone | Chaos Code: NSOC: Lupinus, Rui | Nitro+ Blasterz: Ruili
  • Meijin_SigmaMeijin_Sigma Joined: Posts: 2
    I finally find a forum that can help me understand how to edit ef 12 and make my own game but I'm 3 years too late what a mess
  • AT_Ryo_SakazakiAT_Ryo_Sakazaki Joined: Posts: 366
    I finally find a forum that can help me understand how to edit ef 12 and make my own game but I'm 3 years too late what a mess

    http://steamcommunity.com/app/263600/discussions/

    http://steamcommunity.com/app/263600/guides/
  • Meijin_SigmaMeijin_Sigma Joined: Posts: 2
    I finally find a forum that can help me understand how to edit ef 12 and make my own game but I'm 3 years too late what a mess

    http://steamcommunity.com/app/263600/discussions/

    http://steamcommunity.com/app/263600/guides/

    Thanks I'll get right over there.
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