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paintown 3.3 rc1
kazzmir
Member #1,786
December 2001
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Paintown 3.3 is soon to be released. Please try this release candidate to find any bugs or see if there are any major annoyances that you want changed.

Windows download (25mb)

Source (should work in osx and linux): https://paintown.svn.sourceforge.net/svnroot/paintown/trunk

The changelist is roughly:

  • dynamic lighting in paintown mode

  • network mode is more robust (not backwards compatible with 3.2

  • chatting in network mode

  • partial implementation of the MUGEN engine

  • support for paintown mods

The big deal here is the implementation of MUGEN. Its about 50-60% done and there are a bunch of bugs left in it, but its taken us more than a year to get this far so I thought I'd release what we have and fix the rest for the next release.

You are welcome to nitpick about MUGEN stuff but I probably already know most of the bugs.

{"name":"scr3.png","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/3\/23dc60b2cfb72e47edbed2285625a3c8.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/3\/23dc60b2cfb72e47edbed2285625a3c8"}scr3.png
Mugen stages
{"name":"600470","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/f\/0fed4b0605abac36f123cde1b82ff22e.png","w":646,"h":510,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/f\/0fed4b0605abac36f123cde1b82ff22e"}600470
{"name":"600471","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/a\/a\/aa199cd95d422fc1b57541afb7b9246c.png","w":640,"h":505,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/a\/a\/aa199cd95d422fc1b57541afb7b9246c"}600471

Main site page

juvinious
Member #5,145
October 2004
avatar

Here are some more screenshots of the mugen mode:
{"name":"600472","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/2\/d246d1cf44856880a9f05f629ab7a14d.png","w":646,"h":505,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/2\/d246d1cf44856880a9f05f629ab7a14d"}600472{"name":"600473","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/b\/5bda4b2e89a85e450bda2ccaac13aab5.png","w":646,"h":505,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/b\/5bda4b2e89a85e450bda2ccaac13aab5"}600473{"name":"600474","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/9\/6915f91668f15715f05523ef2ee743ee.png","w":646,"h":505,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/6\/9\/6915f91668f15715f05523ef2ee743ee"}600474{"name":"600475","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/3\/530a0b50084edd4e9d71f00f12ee7992.png","w":646,"h":505,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/5\/3\/530a0b50084edd4e9d71f00f12ee7992"}600475{"name":"600476","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/c\/7c5d7ae5a77eded70e13dd63bf1caf57.png","w":646,"h":505,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/c\/7c5d7ae5a77eded70e13dd63bf1caf57"}600476

Also animations and other features have been added to the menus in paintown.

__________________________________________
Paintown

William Labbett
Member #4,486
March 2004
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Please forgive my ignorance : I compiled it using the script for linux. The readme says the exe'll be in bin/ but I can't find it anywhere.

Hoping to play it.

kazzmir
Member #1,786
December 2001
avatar

What script? Did you try running 'easy-compile-ubuntu' ?

The exe only ends up in bin/ if you compile using cmake. If you ran 'easy-compile-ubuntu' it should have just produced 'paintown' and you can run it like so

$ ./paintown

William Labbett
Member #4,486
March 2004
avatar

kazzmir said:

Did you try running 'easy-compile-ubuntu' ?

Yes, that's what I meant. It compiled fine. I can't see the paintown exe though. Which folder do I run ./paintown from ?

*** EDIT ***

Accidently used sudo svn co https://paintown....... to get the files so it wouldn't
build properly when I ran ./easy-compile-ubuntu

Once I did it properly it was easy to compile.

Haven't played it a lot yet. There's loads to see, so it'll take a while.

The animations of M.U.G.E.N are really nice. Obviously lots of work gone into it.

I was playing it in ARCADE mode and the other Kung-Fu guy doesn't fight back. I must be missing something I suspect.

kazzmir
Member #1,786
December 2001
avatar

Sorry, one of the unimplemented features (major feature...) is that there is no AI in mugen mode yet. I'll implement that before the real release.

kenmasters1976
Member #8,794
July 2007

I'm downlading it. MUGEN mode looks interesting; I might take a look at the code to see how you implemented it.

A non-installer version for Windows would be nice, I think.

[EDIT:] This is the first time I try PainTown. I haven't tried all options or all characters but:

  • It seems Wolverine can't grab the enemies. Is that normal?.

  • In the Final Fight games, for example, if you are hitting an enemy and keep Up or Down pressed, you'll grab the enemy and make a throw. This doesn't work in PainTown. Maybe that's normal and I'm just too used to the Final Fight style.

  • PainTown just suddenly closes at the character loading screen in MUGEN mode when I try to load a different character than Kung Fu Man. It shows the portrait in the character selection screen, the intro story and the versus screen all correctly and then it simply closes when loading the character. This is not a complaint, it's just a comment.

kazzmir
Member #1,786
December 2001
avatar

It seems Wolverine can't grab the enemies. Is that normal?.

Yea, wolverine can't grab. Only some characters have grab animations.

Quote:

In the Final Fight games, for example, if you are hitting an enemy and keep Up or Down pressed, you'll grab the enemy and make a throw. This doesn't work in PainTown. Maybe that's normal and I'm just too used to the Final Fight style.

Paintown just works differently. Maybe a mod could change that behavior.

Quote:

PainTown just suddenly closes at the character loading screen in MUGEN mode when I try to load a different character than Kung Fu Man. It shows the portrait in the character selection screen, the intro story and the versus screen all correctly and then it simply closes when loading the character. This is not a complaint, it's just a comment.

It was probably a parse error. I should display errors to the user so you know whats going on.

What character did you try to load?

kenmasters1976
Member #8,794
July 2007

I tried Scorpion from Mugen Tomb and a version of Maki from Capcom vs. SNK that I can't remember where I downloaded it from, both with the same result.

kazzmir
Member #1,786
December 2001
avatar

I can't seem to load that mugen tomb site, can you post zip's of the characters here so I can try them out?

kenmasters1976
Member #8,794
July 2007

Scorpion's zip file is 5 MB. Is that within the attachment size limit?.

[EDIT:] Never mind. It is.

Arthur Kalliokoski
Second in Command
February 2005
avatar

kazzmir said:

I can't seem to load that mugen tomb site,

That site said:

This site is best viewed on a PC at resolution 1024x768 (16-bit color)

Agner Fog page has the emblem
grizzly.png

Well I can't get the image to display no matter what I do.

They all watch too much MSNBC... they get ideas.

kenmasters1976
Member #8,794
July 2007

MUGEN sites are usually a mess. Also, apparently that site was last updated in 2003 and also, despite the look, it's only a MUGEN site. At least I didn't link to one of those japanese MUGEN sites.

[EDIT:] File attached.

juvinious
Member #5,145
October 2004
avatar

I think a major issue is that most content out there created with MUGEN tends to be sloppy and/or breaks rules with regard to the scripts syntax. Kazzmir pretty much stuck with a strict adherence to the syntax rules and would break otherwise in those instances. I think he ran into that issue with KFM's palm super. But since there is allot of undocumented features in the MUGEN engine, we uncover little by little what needs to be done to make things work properly.

And now with elecbyte's return I'm sure we're going to see a resurgence in MUGEN sites and characters. They've brought up their codebase and migrated over to SDL and windows. They've released a new standard on their sff's (rle sprites pretty much), fonts (using freefont), added new triggers to the state machine, and other engine specific fixes. They will be working on cleaning up the 1.0 release and squashing the bugs and then look to going to version 2.0.

I'm already eyeing the new file types, once we get the MUGEN engine on par with the 2001 beta engine, we'll implement the new specs so that we can support the new stuff. This is going to be usefull especially since I don't anticipate MUGEN being ported over from Windows to Linux or OSX anytime soon. Which gives us the ability to provide for those who are not on the Windows platform.

Anyhow </rant>...

__________________________________________
Paintown

kazzmir
Member #1,786
December 2001
avatar

Thanks ken. There are a few parse errors with scorpion that I will fix. Basically I have been incrementally improving the parser as I see new characters so its not surprising that new characters fail.

Maybe for the release after this one I will try to have a 100% working parser. Right now its about 80%.

William Labbett
Member #4,486
March 2004
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Showed it to my Mum and Stepdad and they really loved the graphics.

Looks sweet on my linux netbook

kazzmir
Member #1,786
December 2001
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The graphics come from other games, I did not make them. But thanks for the comments!

Dario ff
Member #10,065
August 2008
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Kazzmir, what's the range that the joystick uses for detecting when to move? I had to disconnect a joystick of mine to play. Your game detected like if I was pressing to the right all the time, even if the joystick was still. I think the stick works a little bad sometimes, but the axis affected is so small it doesn't even matter in most games.

I'll give feedback once I play it some more. Though it's looking good.

TranslatorHack 2010, a human translation chain in a.cc.
My games: [GiftCraft] - [Blocky Rhythm[SH2011]] - [Elven Revolution] - [Dune Smasher!]

kazzmir
Member #1,786
December 2001
avatar

I detect x>0 is right and x<0 is left, or something like that, so if your joystick constantly returns some value (because the joystick is messed up) then it might always go to the right.

If you are in linux can you run 'jstest' and see what values it spits out for your joystick?

Dario ff
Member #10,065
August 2008
avatar

I'll look onto it. Maybe a deadzone option would be nice.

The game's fun, though I find it a bit easy(or am I just awesome with Ryu? ;D). And thanks for the pics at the end of the each level with the awesome moments. That's one great idea I'll surely use.

Do you need testing regarding the Mugen characters to find errors with the parser? I got a wide collection of characters, and I'll gladly test and upload the ones that don't work.

TranslatorHack 2010, a human translation chain in a.cc.
My games: [GiftCraft] - [Blocky Rhythm[SH2011]] - [Elven Revolution] - [Dune Smasher!]

kazzmir
Member #1,786
December 2001
avatar

dario ff said:

The game's fun, though I find it a bit easy(or am I just awesome with Ryu? ).

I find the main game fairly easy too. Eventually I'll work on smarter AI or some bosses or something. Some people find the game extremely hard. I always seem to have this issue of extremes with my games..

Quote:

Do you need testing regarding the Mugen characters to find errors with the parser? I got a wide collection of characters, and I'll gladly test and upload the ones that don't work.

Sure, you can try them out. Theres a good chance something will break. If you try to load the characters using the windows exe you won't see any output, its best if you try the game in linux and run it from the command line so you can see what error occured.

<edit>
I updated the paintown binary with AI for mugen mode. Also you can block now if you press back. Download URL is the same:

http://www.cs.utah.edu/~rafkind/tmp/paintown-win32-3.3-rc1.exe

Tomoso
Member #3,128
January 2003
avatar

Really nice game, I enjoyed it. Had a couple of funny moments in Mugen Arcade mode where after I defeated the CPU player he kept rising off the floor with the speed of light and bitch slapping me, and another where I got hit pretty hard and was knocked skyward never to return... Presentation is top notch and the attention to detail with the floor reflections is a good touch :)

Lazy Noob - Blog

kazzmir
Member #1,786
December 2001
avatar

Yea the physics has a couple of bugs in it. The players are supposed to stay where they are after the round ends, too. Things to fix!

Thanks for the comments.

Trent Gamblin
Member #261
April 2000
avatar

Paintown will not be complete without the Bad Dudes!

juvinious
Member #5,145
October 2004
avatar

Ok I managed to get a video done with a glimpse of the changes and the mugen mode:

http://www.youtube.com/watch?v=Imk8dR7Gsek

Unfortunately I couldn't get the sound to record.

__________________________________________
Paintown

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