YesNoOk
avatar

If you were making a full game in MUGEN, how would it play? (Read 1296 times)

Started by SageHarpuiaJDJ, April 30, 2013, 02:57:13 am
Share this topic:
If you were making a full game in MUGEN, how would it play?
#1  April 30, 2013, 02:57:13 am
  • ****
  • CSing since 2013 ^^
    • USA
    • Skype - SageHarpuiaJDJ

  • Online
Title.

I'll post mine soon cause it's very long and don't feel like typing it all.
Click my Sig if you want a CS commission!

Xan

Re: If you were making a full game in MUGEN, how would it play?
#2  April 30, 2013, 03:01:14 am
  • ******
  • I am light.
    • Skype - Istillhasnoname

  • Online
Kind of a mix of the mechanics from SFxT, MvC3, and Darkstalkers. I'm currently spitballing ideas but a lack of sprites is holding me back since I don't have a good spriter that'd do my spriting for free. That and I don't have all of the movesets and whatnot planned...
MY YOUTUBE || MY TUMBLR

Xan is always lovable
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: If you were making a full game in MUGEN, how would it play?
#3  April 30, 2013, 03:01:28 am
  • ***
  • Super High School Level Palette Maker … was.
    • USA
    • vonthegreat653@hotmail.com
    • https://skydrive.live.com/#cid=21444c93a65069e4
it would play like the Clash of Ninja Series 1 - Revolution 3

A - Strong Attack
B - Weak Attack
X - Specials
Y - Throws/Combo Cancel
Z - Call in a Striker or your Partner

Have about 20-30 or 45 Combos.
Would Have 5 Specials (F,X - X - B,X - D,X - U, X)
Would have a Crisis Mode/Senzai Niriki/Latent Ninja Powers at 40% Health and would have new specials and Effects added to it
Last Edit: April 30, 2013, 03:08:39 am by ★Dncelestinx96☆
Re: If you were making a full game in MUGEN, how would it play?
#4  April 30, 2013, 03:05:01 am
  • *****
  • JoJo is boring
    • USA
MvC2 Gameplay
Re: If you were making a full game in MUGEN, how would it play?
#5  April 30, 2013, 03:05:27 am
  • **
  • ...why it is always HARDer to be myself?!
    • Brazil
Kind of Final Fight mix with Mythology Sub Zero and elements of Smash Bros.
sounds crazy, But who knows?
Re: If you were making a full game in MUGEN, how would it play?
#6  April 30, 2013, 03:05:57 am
  • *****
  • haven't got a clue
    • USA
    • Skype - hector.roman98
Survival Arts styled gameplay
Re: If you were making a full game in MUGEN, how would it play?
#7  April 30, 2013, 03:09:08 am
  • **
  • ...why it is always HARDer to be myself?!
    • Brazil
it would play like the Clash of Ninja Series 1 - Revolution 3

A - Strong Attack
B - Weak Attack
X - Specials
Y - Throws/Combo Cancel
Z - Call in a Striker or your Partner

Have about 20-30 or 45 Combos.
Would Have 5 Specials (F,X - X - B,X - D,X - U, X)



Look's like MVC3 to me but even more easy and pratic to combo, not if you have to link like Killer Instinct.
Re: If you were making a full game in MUGEN, how would it play?
#8  April 30, 2013, 03:20:31 am
  • ******
  • [The only one worthy of my love!]
    • USA
It'd be almost EXACTLY like Rage of the Dragons but without the terrible enter-combo thing which is not useful at all, and I'd rip off the partner buffing system from Ougon Musou Kyoku.
Re: If you were making a full game in MUGEN, how would it play?
#9  April 30, 2013, 03:22:49 am
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
Z2. That's all.
Re: If you were making a full game in MUGEN, how would it play?
#10  April 30, 2013, 03:24:22 am
  • ******
  • i stole this from ding
    • USA
    • Skype - MelvanaInChains
    • www.melv.thedailypos.org/mainsite/smoothsilksamples.html
Survival Arts styled gameplay

this (minus the weapons) + most of the street fighter EX mechanics + some rival schools mechanics

no idea how this would even work but

sooner or later, everybody puts up with xiangfei
project thread / obscure mugen wiki / tweeter for mugen stuff
Re: If you were making a full game in MUGEN, how would it play?
#11  April 30, 2013, 03:25:46 am
  • ***
  • Super High School Level Palette Maker … was.
    • USA
    • vonthegreat653@hotmail.com
    • https://skydrive.live.com/#cid=21444c93a65069e4
it would play like the Clash of Ninja Series 1 - Revolution 3

A - Strong Attack
B - Weak Attack
X - Specials
Y - Throws/Combo Cancel
Z - Call in a Striker or your Partner

Have about 20-30 or 45 Combos.
Would Have 5 Specials (F,X - X - B,X - D,X - U, X)



Look's like MVC3 to me but even more easy and pratic to combo, not if you have to link like Killer Instinct.
If u know how to Combo Cancel and know the Combos as well as time ur Assists Correctly you;d be a master in no time

It'd be almost EXACTLY like Rage of the Dragons but without the terrible enter-combo thing which is not useful at all, and I'd rip off the partner buffing system from Ougon Musou Kyoku.

That Striker thing was from Two Man Squad Mode so yea
Re: If you were making a full game in MUGEN, how would it play?
#12  April 30, 2013, 05:10:58 am
  • ******
  • [The only one worthy of my love!]
    • USA
I just googled that and no, it's nothing like your crappy Wii Naruto game.

The way it works is that you get buffs, the characters never fight at the same time time. For example, in Ougon, if I'm playing as Battler and I switch to Jessica, Jessica will slowly recover health for a limited amount of time, whereas if I'm playing Jessica and I switch into Battler, Battler would do more block damage. In Ougon, you have to plan your team not just around how the characters play, but also in how their abilities complement each other.
Re: If you were making a full game in MUGEN, how would it play?
#13  April 30, 2013, 06:25:28 am
  • ****
  • I bite the faces of people who don't wanna be cool

  • Online
I'd go for something I can kind of describe as kinda Street Fighter Alpha 2. There's no big aerial rave combos, air dashing is a special ability exclusive to particularly mystical or mobile characters rather than a core gameplay mechanic, a juggle hit/knock away attacks make the opponent land on his/her feet rather than back, and supers would not be over the top cutscene length things.

All of this may sound boring especially to fighting gamers of today but this is all to contribute to a very fast pace I would want my game to go for. Combos are brief but the damage output is higher than normal and the physics would be designed for a rather hyper-active feeling in which both players are constantly in action.

I'm also under the impression that people keep neglecting data from the game, do you guys know how PotS made his original characters? He actually studied every single game he referenced, down to the core. Doing this properly requires understanding how the original system was made, not just winging it.
Re: If you were making a full game in MUGEN, how would it play?
#14  April 30, 2013, 06:26:47 am
  • *****
    • USA
    • niitris.tumblr.com
If I made a full game (that's not the one I'm making now which combines elements of 3rd strike, SFA, MotW, KoF, and 3D fighters), it would play like Marvel and have hadokens, fatalities, hot chicks, and braindead infinites.

Spoiler, click to toggle visibilty

Xan

Re: If you were making a full game in MUGEN, how would it play?
#15  April 30, 2013, 06:41:56 am
  • ******
  • I am light.
    • Skype - Istillhasnoname

  • Online
MY YOUTUBE || MY TUMBLR

Xan is always lovable
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: If you were making a full game in MUGEN, how would it play?
#16  April 30, 2013, 05:55:05 pm
  • ******
  • ALE ALEJANDRO
It'd be almost EXACTLY like Rage of the Dragons but without the terrible enter-combo thing which is not useful at all, and I'd rip off the partner buffing system from Ougon Musou Kyoku.
I know many people complain about this, specially since RYO2005 adding it to every character he touched, but I don't see what's so bad about it. It's how Mortal Kombat 3+ combos work, it's slightly more creative than Chain Combos (Weak, Medium, Strong), and Y U HAET?

In any case, you pretty much describe a mixture of KOF 2001 and 2003 ... so basically a KOF game.
"We live in a world of perpetual outrage"
Re: If you were making a full game in MUGEN, how would it play?
#17  April 30, 2013, 06:04:15 pm
  • ******
  • 2015 - OCR.com and GA-HQ.com
    • www.game-art-hq.com
It would be WeaponLord 2 and play mostly like the original WL

Or it would be the Street Fighter Origins Game and play like SSFII but around 35 years before SF1
Game Art HQ, Community & Blog about game related art (drawn, cosplay art, 3d, sprites, sculptures and more)

Bea

Re: If you were making a full game in MUGEN, how would it play?
#18  April 30, 2013, 11:54:30 pm
  • *****
  • A paragon of purity, chastity and innocence
    • Brazil
    • www.smeenet.org
It would play like... SF2Nes...? Or the MSPaint Mugen thingy, but more completed.

Then again, I am working on my own thing that takes from both and will have some other personal touches, but that ain't in Mugen.
To quote Lt. Frank Drebin: "Cheer up, Ed. This is not goodbye. It's just I won't ever see you again."

All your MFG bandwidth is belong to me.
Re: If you were making a full game in MUGEN, how would it play?
#19  May 01, 2013, 03:34:30 am
  • ******
  • [The only one worthy of my love!]
    • USA
I know many people complain about this, specially since RYO2005 adding it to every character he touched, but I don't see what's so bad about it. It's how Mortal Kombat 3+ combos work, it's slightly more creative than Chain Combos (Weak, Medium, Strong), and Y U HAET?
Tactically, there's enough start-up time that there's a high chance of failure. Second, the only thing you can do with it is (as far as I can tell) possibly make the opponent bounce off a breakable wall, which you can do a maximum of twice per fight. So basically it's a high-risk move that benefits something that has no practical use in MUGEN outside of fullgames... (reads thread title) oh yeah.

In any case, you pretty much describe a mixture of KOF 2001 and 2003 ... so basically a KOF game.
Except you would HAVE to pick two characters. You don't have the option of picking one character or more than two. I can kinda see the comparison to KOF'03, but I don't recall Kyo tagging out and giving Terry a damage boost for a few seconds.

So I guess it would be a KOF'03 plus if anything.
Re: If you were making a full game in MUGEN, how would it play?
#20  May 01, 2013, 04:42:17 am
  • ******
  • [E]
    • Mexico
tagging in omk is pretty fucking amazing, it is so ingrained in the engine that the character who is fighting does not even gain any power, the pwoer is given to the partner.
Re: If you were making a full game in MUGEN, how would it play?
#21  May 01, 2013, 05:08:59 am
  • **
  • ?
    • Canada
    • m_di_g@hotmail.com
Mine would play like mvc 3, with mvc 1 assists, and a bit of kof's buffering and sf games mechanics, (still haven't decided between sf 3 or 4.....or 1) Combos vary from weak, yet casually easy, to half a life meter gone, but takes up all meter, ridiculous timing (the i eat combos for breakfast, lunch, and dinner type) Characters would all play very differently (pure keepaway, pure counters, pure rushdown, pure mid air poking, grappling,) My game also would have a roster as diverse as sf 3's, with some characters that aren't the "all around adaptable" characters. Some of my characters might not actually have a good solution to a certain situation, while some characters in the same situation is a good thing for them. Some characters might hate projectiles, some might not care and just pierce through. Game play would be heavily focused on using the abilities available to counter others.
In a nutshell, less "ryu and hawkeyes" more "zangiefs, e. hondas"   :dead:


Re: If you were making a full game in MUGEN, how would it play?
#22  May 01, 2013, 08:28:46 am
  • ******
  • [The only one worthy of my love!]
    • USA
tagging in omk is pretty fucking amazing, it is so ingrained in the engine that the character who is fighting does not even gain any power, the pwoer is given to the partner.
Yeah that's what I love about the system. It's not like other games where you can totally dominate with one character (unless you're fighting a super rookie, and then it's boring because you can't use your best moves), you actually have to work with two characters, and know the ins and outs for both of them.
Re: If you were making a full game in MUGEN, how would it play?
#23  May 01, 2013, 08:40:56 am
  • **
I was actually thinking of making full game from scratch and mixing fighting system from Smash bros(Stamina Mode) & BlazeBlue while mixing in some of my own unique ideas, however imagining the amount of work I would have to put into is horrifying to me.
闇に消える
U mess with 1 of mah fave games evar, I wall of text you.
#24  May 01, 2013, 03:59:02 pm
  • ******
  • ALE ALEJANDRO
I know many people complain about this, specially since RYO2005 adding it to every character he touched, but I don't see what's so bad about it. It's how Mortal Kombat 3+ combos work, it's slightly more creative than Chain Combos (Weak, Medium, Strong), and Y U HAET?
Tactically, there's enough start-up time that there's a high chance of failure. Second, the only thing you can do with it is (as far as I can tell) possibly make the opponent bounce off a breakable wall, which you can do a maximum of twice per fight. So basically it's a high-risk move that benefits something that has no practical use in MUGEN outside of fullgames... (reads thread title) oh yeah.
Well, actually I saw it the other way around. I started with Air Attacks, and if it just so happened I landed any combo that made the opponent wall bounce, I'd sneak in a first impact right there on the bounce, extending the combo stylishly. No risks at all there.

The tactical advantage of having breakable obstacles on the stage just helped for 1 extended combo each, which if I read correctly from other conversations, are actually very dampened combos ... but still, it gives you a small advantage, extra momentum. It's a morale breaker, if you will, since the opponent just feels he's getting his ass handed to him.

This isn't the only game that has tactical advantages. You have TOP in Garou (Recoverable dmg, no block dmg), First Hit = One Bar in KOF MI2 (Chance to inflict more dmg early in the match), ULTRA in SF4 (Chance to inflict more dmg late in the match) and so on. So far there isn't a game that holds one of these gameplay gimmicks that is actually considered to be universally accepted. I just feel First Impact is the more interesting one because it doesn't translate in BARS MANAGEMENT, but in Momentum and Battle Flow.

You're making a big mistake in removing this from Pupa, or a ROTD inspired game. All KOF charas have CD attack with very similar circumstances, and also chargable moves with properties already exist in regular gameplay from other legit games (Ralf's Galactica Phantom being a special, not a super later on, Gouken's Fireballs, Special-> EX moves in SFxT).

It's up to the player to decide when to take the risk and what the best situations are to use it in, not up to you to remove the feature because you just don't like it, period (which of course you can, and probably will do). If displaying the combo is too intrusive or silly for you, just don't put it there, and make the player memorize it (again, like in later, combo oriented MK games).

Just saying, if anything, if I made a ROTD-like game, I'd incorporate more wall bounce moves into the gameplay (probably hard EX knockdowns) to be able to add a dampened FI combo + all the other crap you mentioned about special synergy statuses for paired characters. You could make it deeper without removing one of it's core aspects.
"We live in a world of perpetual outrage"
Re: If you were making a full game in MUGEN, how would it play?
#25  May 02, 2013, 04:13:11 pm
  • ****
  • 8-bit - MS Paint spriter and mugen programmer
    • Bosnia and Herzegovina
    • jubinkoduckssbestfriendsevers@gmail.com
    • www.geocities.ws/duckss/
For my fullgame I'm not playing anything,like MS paint mugen I have been years draw my comic books then I used to create some ideas and so on....
I'm Making someting very fucked up >:)
Extreme Sula Progress:
81 of 100 attacks are created
Re: If you were making a full game in MUGEN, how would it play?
#26  May 03, 2013, 03:30:38 am
  • ****
  • CSing since 2013 ^^
    • USA
    • Skype - SageHarpuiaJDJ

  • Online
*Cracks Knuckles*

Okay, here's mine. A few notes: This is gonna be a long post and I plan on implementing this in a full game somewhere in the future.

Mugen Full game Idea:

Button Layout:
There will a total of 6 buttons. The main attack buttons will consists of two punches and two kicks. The first special button will be an Auto combo system that will function like KOF11's. Basically, when the button is pressed, the character will perform a small BnB combo that can also be performed with normal inputs. This button's main function to showcase what this character is made of and the combo will only be successful if the first attack hits. The button can be used for other things as well, but that will be mentioned in the special input section. The second special button will be a Special attack or move that only that character can perform. This will make even clones somewhat differ with each other.

Main Inputs:
First, throws. Each character will have two throws out of four types of throws. The primary one can be performed with LP+LK, which will have the most range but do the less damage. The secondary one can be performed with HP+HK, which will do more damage, but have less range. Both are unblockable. This will allow for interesting match play close up. Blocking can be performed by moving back before an attack hits. If you block and press LP+LK at the right time, you will knock the opponent back, similar to KOF. Now for the really interesting inputs. Pressing the Special button and the Auto Combo button will perform a Special combo that uses 1 bar of meter. The combo functions like the normal auto combo, meaning that the first attack has to hit in order to activate it. If you press the Special button while blocking, you'll perform a push block that uses 1/2 of your meter. The push block functions like Marvel's. Running and pressing Auto combo will start a rush combo that can't be cancelled until it's finished or interrupted by an attack by the opponent. Depending on the character, the victim will either be launched, knocked backed, or stunned heavily. Short hopping can be performed by tapping the upward direction. Some characters have air throws that can performed by pressing up+LP+LK.

Meters and Health:
There will be three meters. The first one will be the power meter, which can hold up to three at a time. The second one will be the auto combo meter, which will always be full, but when all is gone, will not come back. You can have up to 5 of the auto combo meter. The third one will be special meter, which like the auto combo meter, will not come back once it is all used. You can have up to 4 of the special meter. Health will Capcom style. Each character will different amounts of health.

Method of Combos:
Learning combos in this game is very easy. Fooling around will the Auto Combo button will help you learn how your character works. It's also rather easy to link buttons like Lp, Lp, lk, hk. Linking combos are small scale damage. Bigger damaging combos involve utilizing every attribute of your character. Juggling is a good combo method when it comes to mindgames, but isn't somewhat reliable. Rush Combos can creating many possibilities depending on your character. Some characters special move can also help with making combos. All characters also have a certain amount of juggle points, meaning that some character can do long combos while others can't.



Click my Sig if you want a CS commission!
Re: If you were making a full game in MUGEN, how would it play?
#27  May 03, 2013, 06:36:19 am
  • avatar
  • ***
    • Mexico
*DS chain combos and grabs
*EX Moves
*Mixture of SF, DS, and KOF commands for supers and specials.
* Boost system (Can be used once per match. Can either give a health boost, speed boost or power boost. Like Infinty Gems, without having to pick them up during the fight but with the limitation that you an only use ONE per match, not round).
*Short height air combos for some characters.
*MAX Mode
-Must have 3 bars to activate
-Dream Cancels (may be too much)
-Personalized for each character (Goku would have Kaioken. Arthur would have Golden Armor, Zero would have Soul Gemmu, etc.
-Access to lv 3 hyper
*P.O.T.S. styled rolls/counters
*O.T.Gs
*X-Factor

It doesn't seem like too much of a clusterfuck. I think it could work nicely.
Re: If you were making a full game in MUGEN, how would it play?
#28  May 03, 2013, 06:44:52 am
  • *****
  • One Alpha at a time
    • Puerto Rico
    • maxbeta.webs.com/mugen.htm

It would be Street Fighter III with HD graphics...all the characters from the entire series thrown in and an additional TAG mode a la Tekken TAG.

Another one would be Mortal Kombat vs Killer Instinct....and yet another would be Guilty Gear vs Samurai Showdown.

I know, I lack originality. :P
On Indefinite Hiatus - Add me on Wii U Smash Bros: Maxbeta
"We need other people in order to create the circumstances for the learning that we are here to generate" RIP Adam Yauch aka MCA
Re: If you were making a full game in MUGEN, how would it play?
#29  May 05, 2013, 08:56:45 am
  • avatar
  • *****
I've actually given this a lot of thought randomly and I figured I would share those thoughts in this topic. I'm actually working towards this slowly but surely. It's different from what people would expect and people probably wouldn't like it, so I'm actually a bit nervous about it. If I did finish it I might not want to release it.

Overview - The way it plays is more like a balance between SF2 and SF4, in that moves are impactful and strong like SF2, but there's room for combos, BNB's and other tech to keep it less about space, similar to SF4.

The twist is that the characters that would be in it aren't characters that typically are played in this way, and are either Marvel or Darkstalkers characters (Simply because I would like to see them play differently.). Where normally they are played in a fast-paced, high-flying gameplay system, they actually play in a more conventional 2D system.

I would post specifics but no one would read it, so if I do release anything ever just know that it'll probably be done in a way similar to this.
Re: If you were making a full game in MUGEN, how would it play?
#30  May 05, 2013, 11:51:38 am
  • ****
  • The 666th Inning
    • USA

  • Online
-Four buttons.
-Lenient jump-in combos (It is a tad bit easier to hit with an air attack and connect with a standing attack)
-Each character has their own chains. If there is a big grappler type, he will focus on doing big damage to compensate for the lack of chains or a quick rush down character will do small damage but in turn have the best chains.
-Runs, dashes or nothing at all is depended on character size.
-3 meters.
-Supers. No level 3s.
-KoF Rolls.
-Being able to cancel a normal to a special, and also super cancels.
-Blow Quits ala Fighting Layer.
-Quality cinema scenes and haruken fireballs.
This idea focuses a bit on diversity in roster which is something most fighting games of today are lacking.
Re: If you were making a full game in MUGEN, how would it play?
#31  May 05, 2013, 12:15:13 pm
  • *****
  • Kiss me, I'm famous!!
Not very original, system of 6 buttons, 2 are punches, 2 are kicks. The other 2 are both for throws(2 throws) and reversal(Back+button). So, every character would have two different throws and two different reversals.

Re: If you were making a full game in MUGEN, how would it play?
#32  May 05, 2013, 12:19:26 pm
  • ***
  • Just hanging around
    • USA
    • Skype - TatariZane2009
Probably a mix of SF3, CvS (EX-Groove), and a bit of Injustice with the wall-bounces and Meter Burns... And probably the Clash system.

And if possible in Mugen: The stage Transitions (Done in the style of Injustice... Though I highly doubt it'd be possible to do such a thing in Mugen)
Re: If you were making a full game in MUGEN, how would it play?
#33  May 06, 2013, 12:19:57 am
  • ******
  • Portrait Prodigy EX+
    • mugenguild.com/forum/topics/saikoros-high-resolution-mugen-portraits-fatal-fury-full-set-145724.0.html

It would be Street Fighter III with HD graphics...all the characters from the entire series thrown in and an additional TAG mode a la Tekken TAG.

Another one would be Mortal Kombat vs Killer Instinct....and yet another would be Guilty Gear vs Samurai Showdown.

I know, I lack originality. :P

I agree on the Tag comment. Nice tastes sir!! And you?? Lacking originality?? PSH...

For me, and this would be a coding nightmare, but I'd incorporate something along the likes of Capcom VS SNK 2's groove selection system. However, each groove would be from a particular title, like Guilty Gear, King of Fighters, World Heroes, Marvel VS Capcom, etc..

So you'd select, say, SF2 Ryu, but with GGX's groove/style. Yeah... coding nightmare with amazing possibilities. Because I would do my best to balance all of it out.
All of your Mugen Portrait needs may be found HERE.

I'd like to report two robots on the MFG forums: One is EXShadow. The other is Saikoro.
There should be a Saikoro plugin for Photoshop.