With oldshader = false, I see nothing but fonts. With true, I still have the same problems as before.
It's already possible to do that (in a fullgame), using tons of helpers, but it's a pain in the ass. Maybe in a new engine something like tagging CLSN boxes with a number and being able to give attributes to the tagged CLSNs.Anyway, that's a bit off-topic, and the point is to make Mugen stuff work properly with xnaMugen before thinking about tons of new things.
Hey, FrantzX, how's progress been going? Get anything major done lately? What are you currently working on?Just wanted to point something out. MUGEN's reflection and shadow system can really make them look screwy at times. I think all MUGEN does is mirror the character's sprites flipped on the floor, remove CLSNs, make them transparent or all black (depending on which you're doing), and move them accordingly to where the character is. However, it looks bad when a character has a move that goes through the floor (purposely or otherwise), such as my Barns' c. med attack. It creates a shadow/reflection above where his sword actually is. How hard do you think it would be to implement a shadow/reflection system that makes sense? Like having a system to implement an actual light source or something like that? I know you're probably busy IRL, but it doesn't hurt to ask.
Many people risk their lives everyday by having Mugen.
Yeah, I just noticed as well, that Destruction Desire, Barns' game, has round shadows, too.Hmm...maybe we could get an option to have round shadows then? I know it's possible with a -2 noshadow assertspecial and a helper, but I'd rather have it as a built-in option.EDIT: And I guess there's no real way around the reflection problem then, huh?