Growth in MUGEN
6 years ago
General
I'm trying to figure out how to make characters grow (and shrink) in MUGEN. Here's the progress I've made so far.
In [Statedef -2], which is active at all times, I slapped in the following:
[State -2, SizeChange]
type = angledraw
trigger1 = 1=1
scale = 1+fvar(X),1+fvar(Y)
and then, on a move where I want the character to grow (or shrink), I used the following:
[State]
type = varadd
trigger1 = get creative here, though using "animelem = B" for a single spurt of growth, and "gametime%C = D" or "gametime%C >= D" for gradual growth will usually suffice.
fvar(X) = the number here will decide how much the character will grow. Just keep in mind the numbers will usually have to be very small decimals, as an increase of 1 in this variable will make the character instantly double in size.
[State]
type = varadd
trigger1 = same deal, make sure it matches the trigger for fvar(X)
fvar(Y) = this should be the same as the value you placed in fvar(X)
I really enjoy the concepts of absorption and growth mixed in with vore, so I'm glad I was able to make some headway on this. On top of that, we already know how to increase and decrease both the player's and the opponent's HP and Power bars, and there's probably a way to alter both players' Attack and Defense stats, so all of that could lend itself further to the effects of absorption during vore moves.
.
.
.
.
.
Of course, there are still a few problems with just the simple coding I've come up with so far.
The main issue is that the "angledraw" modifier in Statedef -2 is quite literal in its name; it DRAWS your character with a different scale, without actually changing anything about the sizes of hitboxes and hurtboxes. As a result, you could grow a character to a large size, but all of their attacks would be performed as if the size had never changed. As a large character, you could visually reach across the whole screen, but the attack would not actually make contact with the opponent. And as a small character, you could have a big visual distance between you and the opponent, but somehow your attacks would still be able to make contact. To solve this, I'll have to figure out how to make hitboxes and hurtboxes change alongside the growth caused by angledraw.
The next issue is that I can't seem to find a way to apply angledraw to the opponent fighter. While not necessary, it would definitely be a good time to have the option to cause the opponent to shrink as a result of using a move that absorbs on them. The solution to this might not exist, as size changing effects as I know them apply to Statedef -2, and I don't think fighters have access to modifying the opponent's Statedef -2. Of course, if anyone has any ideas to this one, let me know and I can test them out.
Finally, and this one is definitely not a big deal either, but when it comes to vore in MUGEN, most of the characters are already behemoths that take up a large amount of the screen. I want to work on a new vore character in MUGEN using the growth mechanic that I'm working on, but the character should probably be a mid-small fighter, so you can really appreciate the effects of the growth and absorption during battle.
.
.
.
.
.
With that last concern in mind, I'm going to ask you guys for ideas. Obviously I'm not in the market for making an entire character from scratch, because spritework is hell, so I'd rather modify an existing character for vore, like I've done with Breloom and Petey Piranha so far. Here are the parameters that I'm looking for in a potential new vore character:
- Has a naturally medium-small size by default.
- Has potential for a non-vore absorption move (For example: Breloom's Drain Punch)
- And this one is my preference: Is a dragon, lizard, or anthropomorphized plant or bug monster of some kind.
With all of those qualifiers, Breloom IMMEDIATELY comes to mind as a candidate. Problem is, I've already created a vore moveset for him, and I'd like to see if there are any other potential choices to pick from. I've taken multiple looks through the online MUGEN fighter databases, but could never seem to find anyone to fit the bill. If I can't think of anything, I'll probably just work on Breloom since he would probably use these new mechanics to great effect, but I'll keep looking on this front. If you guys have any ideas though, I'm all ears. Give me all you got!
In [Statedef -2], which is active at all times, I slapped in the following:
[State -2, SizeChange]
type = angledraw
trigger1 = 1=1
scale = 1+fvar(X),1+fvar(Y)
and then, on a move where I want the character to grow (or shrink), I used the following:
[State]
type = varadd
trigger1 = get creative here, though using "animelem = B" for a single spurt of growth, and "gametime%C = D" or "gametime%C >= D" for gradual growth will usually suffice.
fvar(X) = the number here will decide how much the character will grow. Just keep in mind the numbers will usually have to be very small decimals, as an increase of 1 in this variable will make the character instantly double in size.
[State]
type = varadd
trigger1 = same deal, make sure it matches the trigger for fvar(X)
fvar(Y) = this should be the same as the value you placed in fvar(X)
I really enjoy the concepts of absorption and growth mixed in with vore, so I'm glad I was able to make some headway on this. On top of that, we already know how to increase and decrease both the player's and the opponent's HP and Power bars, and there's probably a way to alter both players' Attack and Defense stats, so all of that could lend itself further to the effects of absorption during vore moves.
.
.
.
.
.
Of course, there are still a few problems with just the simple coding I've come up with so far.
The main issue is that the "angledraw" modifier in Statedef -2 is quite literal in its name; it DRAWS your character with a different scale, without actually changing anything about the sizes of hitboxes and hurtboxes. As a result, you could grow a character to a large size, but all of their attacks would be performed as if the size had never changed. As a large character, you could visually reach across the whole screen, but the attack would not actually make contact with the opponent. And as a small character, you could have a big visual distance between you and the opponent, but somehow your attacks would still be able to make contact. To solve this, I'll have to figure out how to make hitboxes and hurtboxes change alongside the growth caused by angledraw.
The next issue is that I can't seem to find a way to apply angledraw to the opponent fighter. While not necessary, it would definitely be a good time to have the option to cause the opponent to shrink as a result of using a move that absorbs on them. The solution to this might not exist, as size changing effects as I know them apply to Statedef -2, and I don't think fighters have access to modifying the opponent's Statedef -2. Of course, if anyone has any ideas to this one, let me know and I can test them out.
Finally, and this one is definitely not a big deal either, but when it comes to vore in MUGEN, most of the characters are already behemoths that take up a large amount of the screen. I want to work on a new vore character in MUGEN using the growth mechanic that I'm working on, but the character should probably be a mid-small fighter, so you can really appreciate the effects of the growth and absorption during battle.
.
.
.
.
.
With that last concern in mind, I'm going to ask you guys for ideas. Obviously I'm not in the market for making an entire character from scratch, because spritework is hell, so I'd rather modify an existing character for vore, like I've done with Breloom and Petey Piranha so far. Here are the parameters that I'm looking for in a potential new vore character:
- Has a naturally medium-small size by default.
- Has potential for a non-vore absorption move (For example: Breloom's Drain Punch)
- And this one is my preference: Is a dragon, lizard, or anthropomorphized plant or bug monster of some kind.
With all of those qualifiers, Breloom IMMEDIATELY comes to mind as a candidate. Problem is, I've already created a vore moveset for him, and I'd like to see if there are any other potential choices to pick from. I've taken multiple looks through the online MUGEN fighter databases, but could never seem to find anyone to fit the bill. If I can't think of anything, I'll probably just work on Breloom since he would probably use these new mechanics to great effect, but I'll keep looking on this front. If you guys have any ideas though, I'm all ears. Give me all you got!
i could give you a few suggestions. king slime from dragon quest. beedrill. Swalot. i know it may not be your preference but those 3 would be neat. and if you can't find one character you want to do a vore edit on, you could try to see if you can do a double vore of Breloom or Petey Piranha. aka, eating the 2nd character in team vs
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