MUGEN 1.1 is Elecbyte's next step in improving MUGEN so i'd like to ask what you'd want for 1.1? To admit I'd like it if MUGEN stages could play more than 1 song track if there is more than one in the def file edit: HOLY CRAP! 50 posts!
ಠ_ಠ 力 said, March 30, 2011, 11:24:46 pmOnline mode so I could show you guys my Hentai chars.Nono, I like what it has already.Online mode would be cool
KirbySuperstar101 said, March 30, 2011, 11:31:35 pmಠ_ಠ 力 said, March 30, 2011, 11:24:46 pmOnline mode so I could show you guys my Hentai chars.Nono, I like what it has already.Online mode would be cool Online mode has a main problem. It requires both players to have the exact character/stage/music when they do the fight. Else it probably will cause an error. And that limits it a lot. If only we only needed to put any character there and that's it.
I don't trust online mode. You'd have people playing Orochi Ultimate God Shin Gouki. There'd have to be a filter for certain characters, or special servers for matchmaking.
Cpt. Commando said, March 30, 2011, 11:39:47 pmI don't trust online mode. You'd have people playing Orochi Ultimate God Shin Gouki. There'd have to be a filter for certain characters, or special servers for matchmaking.agreed
It may be too much to ask, but it sure would be nice to have Player 3 and Player 4 support available, and a global Tag command to be able to switch.Party Fights in Tag mode...something different and new. Heck yeah.
K' Error said, March 30, 2011, 11:57:06 pmSFX to be played on stages and please elecbyte revive freqmulsnd to 1.1 please!good idea! but whats freqmulsnd?
Tag ability built into the engine. Not by outside means, but an actual feature. Preferably configurable in the Options, so if you wanted to turn it off, you could. Basically, what Max said.
It pitches their voice up or down, but that feature in 1.0 is removed, so now Elecbyte get to reviving it!
K' Error said, March 31, 2011, 12:02:54 amIt pitches their voice up or down, but that feature in 1.0 is removed, so now Elecbyte get to reviving it!thks!
Cpt. Commando said, March 31, 2011, 12:02:34 amTag ability built into the engine. Not by outside means, but an actual feature. Preferably configurable in the Options, so if you wanted to turn it off, you could. Basically, what Max said.Aye! I like how you think.
MaxBeta said, March 30, 2011, 11:58:30 pmIt may be too much to ask, but it sure would be nice to have Player 3 and Player 4 support available, and a global Tag command to be able to switch.Party Fights in Tag mode...something different and new. Heck yeah.P1 and 2 would play with their usual buttons, P3 would use left-handed controls, and P4 would use a game controller attached to the PC
And if the person didn't have a controller? Let the person map the keys themselves, there's plenty to go around.
Cpt. Commando said, March 31, 2011, 12:11:27 amAnd if the person didn't have a controller? Let the person map the keys themselves, there's plenty to go around. right right forgot that
4 Player Mash Up in my tiny keyboard.Spoiler, click to toggle visibiltyThat's the only reason why I would map to controllers.
Actually, I really find the idea of any more players than two to be redundant, since I can't imagine four guys huddled around a single keyboard. Maybe if there was two controllers, and two on keyboard, it wouldn't be so bad. But the odds of two of those people even having controllers is slim, so I don't see why Elecbyte would waste time on something that is only useful as an idea.EDIT: Once again, what Max said.
For the record. Elecbyte have already refused online mode and have not yet intimated it will be in thier future plans.
Stop saying online. Every time you guys say that, Cyanide almost has a heart attack and a fairy dies. I would like to see a tournament mode in the style of the SF alpha Series.
-I would like to see the select.def having additional customization options, like rival battles for instance. -Fix characters with detachable pieces(Like Vega(Claw))-Allow animated Portraits on the select screen-Replace simul with tag. Simul mode sucks-mostly full game friendly stuffOff the top of my head, might add more later
Lost_Avenger said, March 31, 2011, 01:57:12 am -Allow animated Portraits on the select screengood idea! gifs as portraits would be neat!
Lost_Avenger said, March 31, 2011, 01:57:12 am-I would like to see the select.def having additional customization options, like rival battles for instance.Or having customizable bosses for certain characters, like Gouki for Ryu. That way, you don't have to change your final boss every time.
Shamrock said, March 31, 2011, 01:13:13 amStop saying online. Every time you guys say that, Cyanide almost has a heat attack and a fairy dies. ...Online mode...Um better options for fightLike Tag, vertical lifebar options as well.Oh and different fight! sounds. Having to mix the "Come On stand up" with "GO FOR IT MAN!" is just tedious if i want to get the whole SFA3 lifebar experience
DNZRX768 said, March 31, 2011, 03:51:38 amNO ONLINE MODE!Lets start with something basic.Like tag team capabilities.good idea
I would like, in +2 character fights (turns) have a screen to change the order of your characters instead of just showing the portraits.Also, in the same way, optional sprites for turns mode, so you can see your partners waiting for their turn, like in pre 99 KOF.
multiple required sprites - useful for transforming characters that currently change back to their normal form during custom states for no reason.Oh and a proper poison damage sctrl, so we dont have to rely on the Reversaldef glitch.
Now that's an idea. Granted, I'd never be able to use it myself, but I'd still like to see it while I play.
— Support for player type helpers, OR, normal type helpers being able to access negative states [ PLEASE, do NOT say ""use -1 with keyctrl enabled"", it's USELESS for what I and many other authors do. ]— Sound system progress, .SND's should not EVER crash the fucking engine, the formatting of .WAV's and .MP3's shouldn't matter AT ALL, .MP3's should ALWAYS play, and I'd like my projects and favored projects to be able to utilize sound manipulation [ which is currently IMPOSSIBLE on 1.0 ].— RootVarSet/Add would be awesome [ it beats using 2 or more ParentVarSets/Adds ( pointless ) ]— ParentVarRangeSet— RootVarRangeSet— PaletteName as a trigger would be awesome for assigning features strictly to particular palettes only, especially if there are many palettes [ I'm nearing 100 for my not so broadcasted 15 month old piece of work ]Example of that - trans=ifelse(palettename="additive",add,sub) trans=ifelse(palettename="subtractive",sub,add)— Ownpal and AngleDraw for Sctrl Projectile— Helpers being able to spawn Sctrl Projectile— Possibly a ""ModifyProjectile"" featureSorry if I sound rash.
i would like to be able to make certain stages or screenpacks with out losing any color in my images also in the actual mugen they should put loading screens in so that we dont have to put a actual loading image or animation in front of the select screen or vs screen like a real game thats all i really want
RicePigeon said, March 31, 2011, 08:01:58 pmOh and a proper poison damage sctrlIt would be nice to be able to use a player-id where a target-id is used or have a sctrl that assigns and returns a target-id based on a player-id.
QuoteOwnpal and AngleDraw for Sctrl ProjectileOwnpal is in place at least. I can say that from the last beta.Elecbyte want to deprecate projectile and put in place something more flexible. Don't know how or when that's happening.QuoteHelpers being able to spawn Sctrl ProjectileAssuming that means helpers spawn them and actually have ownership rather than it being owned by the root? I'm currently using this to subvert rootvarset, it's kinda useful, rootvarset would have been nicer though.
mahboy said, April 14, 2011, 01:24:14 amO VS CPUGo to watch mode, select the character you want as P1, press CTRL+1 when the characters are doing their intros. Problem solved.Shamrock said, April 14, 2011, 01:48:18 amI would like to have the ability to assign a specific boss for each character.This a thousand times over.Also, the ability to assign a boss stage and not have it show up at random with the others. For example, if I want Shin Gouki to Burning Osaka as his stage and the rest to be randomly chosen, goddamnit I don't want fucking Burning Osaka to be included.
Well with story mode you'd technicly have to pick each char you fight one by one so select a bos per char would be included technicly.
MalaDingDong said, April 14, 2011, 02:54:44 ammahboy said, April 14, 2011, 01:24:14 amO VS CPUGo to watch mode, select the character you want as P1, press CTRL+1 when the characters are doing their intros. Problem solved.Shamrock said, April 14, 2011, 01:48:18 amI would like to have the ability to assign a specific boss for each character.This a thousand times over.Also, the ability to assign a boss stage and not have it show up at random with the others. For example, if I want Shin Gouki to Burning Osaka as his stage and the rest to be randomly chosen, goddamnit I don't want fucking Burning Osaka to be included.I don't have A.I triggered because the battles are tough with A.I on, do i have to have A.I on to do this?
Yeah, not just boss stages, it would be good to have a place to set what shows up in random. Every fullgame type thing I want to do is always destroyed by Random.
Well since it says "GameType : VS - Don't change for now, this is the only supported one." in the CFG file. I would like the chance to choose "Coop" or "Beatemup" Which transforms the game to the likes of Golden Axe, Streets of Rage, Captain Commando, Guilty Gear Judgement etc.
mahboy said, April 14, 2011, 03:44:23 amMalaDingDong said, April 14, 2011, 02:54:44 ammahboy said, April 14, 2011, 01:24:14 amO VS CPUGo to watch mode, select the character you want as P1, press CTRL+1 when the characters are doing their intros. Problem solved.I don't have A.I triggered because the battles are tough with A.I on, do i have to have A.I on to do this?Should work without ai, the cpu "without" AI uses basic inner Ai where it throws moves randomly.
I wish you could make the character do attacks other than just normal attacks in Practice mode (the Cooperative mode). It sure will make things easier when I do feedback, sometimes it's hard to input one command and if MUGEN could just do that then it would be better for me. You could put the command in that mode (for example, putting "F,D,B,U,x") and then the character would do that all the time, regardless if it does something or not.Also, auto-guard tends to fail sometimes for some random reasons, so if they could improve, it would be more easier to check if a move is really unblockable or not.
Cyanide said, April 15, 2011, 01:40:54 pm............That has been there since the first release. You just need to mess with things a little.So stuff like Double Res = 2 (blinear filtering) works ? I didn't know that :O
He want's doubleres = 4. He didn't mention any of the others. Doubleres = 4 is simply HR. Mugen 1.0 supports HR and HD natively, It's not like doubleres = 4 improves low res sprites. It simply allows HR display. As 1.0 already allows HR display, the feature is there isn't it.
I would like the addition of a new system for coding lifebars and storyboards, and even screenpacks, that include the adittion of new sctrls used already in chars, like scale, palfx, and even a set of variables and the ability to access any var or animation any character would have avalilable. This way you can code Tag mode lifebars by yourselfDouble portrait support for Vs screen, select screen and victory quotes.See ya!!!
I would love to see elecbyte make two versions of mugen 1.1 one would have tag mode, story mode, ability to play more than 1 song at the select screen, each chars have atleast 1 unique sub boss and a hi score system with a hi score screen after game over screen. For the second type of mugen i would like elecbyte start trying to make a side scroller engine and not just a beat em up, something like metal slug.
Iced said, April 15, 2011, 02:24:30 pmmahboy said, April 14, 2011, 03:44:23 amMalaDingDong said, April 14, 2011, 02:54:44 ammahboy said, April 14, 2011, 01:24:14 amO VS CPUGo to watch mode, select the character you want as P1, press CTRL+1 when the characters are doing their intros. Problem solved.I don't have A.I triggered because the battles are tough with A.I on, do i have to have A.I on to do this?Should work without ai, the cpu "without" AI uses basic inner Ai where it throws moves randomly.yeah i pressed ctrl+1 and nothing happened i pressed it the same time
mahboy said, April 17, 2011, 12:01:51 amyeah i pressed ctrl+1 and nothing happened i pressed it the same timeJust to clarify:- Ctrl+1 in Watch mode.- Ctrl+2 in Versus mode.Doing that allows you to have a one vs one fight against the AI, no need to go to Arcade for that.
You know really all I want [ for the ABSOLUTE FINAL engine ] other than what I mentioned before is full backwards compatibility, but I don't think that's gonna happen with all these god forsaken deprecations.
QuoteCan support hi-res and low-resand...can put any char in different versionIT DOES. And obviously you can't take something with new features and put it in an older version without coding the older version to support the new features (thus making it a newer version and obviously a waste of time) Old characters in 99% of cases will work in 1.0 as is without any problems. Screenpacks are a different matter.
1. Tags in the select or something so that bosses and bonus stages won't appear when you select "random"2. Ability to show the numerical value of life and power of characters for life bars.... and option to show number, lifebar, or both.3. Probably not online mode... I Mugen does get online, then maybe for full games only?4. Scoring system as well as a highscore board.5. A countdown from 10 to 0 durring the continue screen.... and maybe limited continues? (For an arcade feel)6. Get rid of Simul and replace with Tag Team mode? Why do that? Why not have them both? (I like simul mode)7. Animated small character portraits... Also ability for the character portrait to change when something like.... character gets hurt, attacks, dizzy, wins, etc.8. There is only Gametype = VS ........ I wish there could be more use for this.... Maybe they could have some kind of beat'em up mode?9. Stages will change every few rounds in survival mode? It gets borring after seeing the same stage for a while.10. More player ports for 3 and 4 players.11. I would totally love something like a 3v3 or 4v4 for simul or a tag team mode... might get too chaotic.12. Maybe something like a 4 player free for all? Probably too chaotic.Yeah....
vgmaster2.0 said, April 22, 2011, 09:11:37 am2. Ability to show the numerical value of life and power of characters for life bars.... and option to show number, lifebar, or both.6. Get rid of Simul and replace with Tag Team mode? Why do that? Why not have them both? (I like simul mode)7. Animated small character portraits... Also ability for the character portrait to change when something like.... character gets hurt, attacks, dizzy, wins, etc.8. There is only Gametype = VS ........ I wish there could be more use for this.... Maybe they could have some kind of beat'em up mode?9. Stages will change every few rounds in survival mode? It gets borring after seeing the same stage for a while.10. More player ports for 3 and 4 players.11. I would totally love something like a 3v3 or 4v4 for simul or a tag team mode... might get too chaotic.12. Maybe something like a 4 player free for all? Probably too chaotic.2. Debug Mode on does that. But why would you want to know the exact damage/life? Unless you're testing, there's no need to know it.7. Never seen that in a game. Unless you mean that thing that makes a small animation of the character appear near the lifebar and does exactly the same as the character. If it's that, I disagree, it's really bothersome.8. There's people that have released characters that make a fight similar to a beat 'em up. It could be a good idea after seeing them.And for the other numbers related to Simul. mode, that feature is bad. Mainly because characters are meant to be used in 1 vs 1 fights. I'm sure there is a lot of problems that will appear the moment you make matches of 2 vs 2. And also, 3 or 4 fighters in a stage is way too much, and it's hard to focus on two opponents at the same time. I agree changing that mode to Tag mode. I really prefer that over Simul mode.
Ive seen the lifebar portraits be animated during gethits of a sailormoon game if I remember right. And again in Shaq-fu? maybe?Simul mode requires additional coding so that things like throws wont mess up. Its buggy and weird(I think it might also need workaround for juggle systems too, among other things). A lot of people want tag mode, but Im willing to let simul stick around. It can be disabled fairly easily(I think? Ive never bothered. I guess it can be done through mode naming/removing).
I think I've seen a few Guilty Gears have the potrait just be the char doing the exact same thing the character was doing, close but wasn't exactly a portrait.I think
Nanashi_1337 said, April 22, 2011, 05:35:16 pm2. Debug Mode on does that. But why would you want to know the exact damage/life? Unless you're testing, there's no need to know it.I kinda wish you could see the life/power number value without a flood of debug notes.I think it could also open more idea opportunities for life bars or something.ξ Bastard said, April 22, 2011, 06:00:57 pmConcerning point 7, I guess he means something like this :http://www.youtube.com/watch?v=Z6xCHoSeYu8Yeah, that's what I ment.Lost_Avenger said, April 23, 2011, 02:23:44 amSimul mode requires additional coding so that things like throws wont mess up. Its buggy and weird(I think it might also need workaround for juggle systems too, among other things). A lot of people want tag mode, but Im willing to let simul stick around. It can be disabled fairly easily(I think? Ive never bothered. I guess it can be done through mode naming/removing).I don't think simul mode can really be disabled... Maybe elecbyte can have options to disable certain team modes?vgmaster2.0 said, April 22, 2011, 09:11:37 am6. Get rid of Simul and replace with Tag Team mode? Why do that? Why not have them both? (I like simul mode)Like I said, I hope electbyte can have both modes instead of dumping one for the other...Have simul and tag... that way people who like simul and people who want tag will both be happy.
It would be nice if they released their source codes, so that other people could make better versions of Mugen. I want a character creator program for the kindle (for my eyes) or a kindle like monitor. Maybe Mugen for the Wii lol...
RandomMystery said, April 24, 2011, 01:25:04 am It would be nice if they released their source codes, so that other people could make better versions of Mugen. I want a character creator program for the kindle (for my eyes) or a kindle like monitor. Maybe Mugen for the Wii lol...how about MUGEN 4 the ds? XD
Before I forget againIf Simul mode is still being supported — Each character should have THEIR OWN POWERBAR, NOT SHARE ONE.If you variable-ize your powerbar to not be overridden [ a similar equivalent to making your char un-F1-able ] that can cause problems. Not to mention that sharing a powerbar is just wtf, why not just share a lifebar too :V
Quotehow about MUGEN 4 the ds? XDI don't think that would work.But I have seen videos of MUGEN for PS3 and XBOX 360, they look ok.
Sonicstar3000 said, May 18, 2011, 09:32:47 pmQuotehow about MUGEN 4 the ds? XDI don't think that would work.But I have seen videos of MUGEN for PS3 and XBOX 360, they look ok.thats true, it would probably be better on the 3DS
KirbySuperstar101 said, March 30, 2011, 11:22:23 pmTo admit I'd like it if MUGEN stages could play more than 1 song track if there is more than one in the def file edit: HOLY CRAP! 50 posts! You can kinda do that by using software that converts music files, they usually have options to merge tracks into one. Lots of editing software does it, too. the songs would always play in the same order, though, of course.Nanashi_1337 said, March 30, 2011, 11:34:06 pmKirbySuperstar101 said, March 30, 2011, 11:31:35 pmಠ_ಠ 力 said, March 30, 2011, 11:24:46 pmOnline mode so I could show you guys my Hentai chars.Nono, I like what it has already.Online mode would be cool Online mode has a main problem. It requires both players to have the exact character/stage/music when they do the fight. Else it probably will cause an error. And that limits it a lot. If only we only needed to put any character there and that's it. Not that they would do this any time soon, but I would imagine a good online method would be like some online FPS games. I haven't played any for ages, but I remember playing Quake, if you went into a game that had a map you didn't own, it would automatically download it for you. In Mugen, it would be the char, downloaded off your oponent. Could also have an option to delete any DLd chars automatically after you quite Mugen. I know this is far from becoming a reality, though.MaxBeta said, March 30, 2011, 11:58:30 pmIt may be too much to ask, but it sure would be nice to have Player 3 and Player 4 support available Agreed. I have mentioned this in posts before, I said the same thing on the Elecbyte forums. There is already 3 and 4 player mode, but with CPU, I'm not one to beg, or care if they do it, but I can't imagine it would be that hard to add support for 2 more USB controllers.Lost_Avenger said, March 31, 2011, 01:57:12 am-Replace simul with tag. Simul mode sucksDisagreed.Wind of Madness said, March 31, 2011, 12:18:23 amActually, I really find the idea of any more players than two to be redundant, since I can't imagine four guys huddled around a single keyboard. Maybe if there was two controllers, and two on keyboard, it wouldn't be so bad. But the odds of two of those people even having controllers is slim, so I don't see why Elecbyte would waste time on something that is only useful as an idea. Don't take this the wrong way, just saying, but I'm the opposite, actually surprised that most ppl wouldn't have more than two controllers, and think that more than 2 players is far from redundant. I would have never even considered having more than one player on a keyboard, but that's just me.Xeon said, April 16, 2011, 09:14:52 pmI said it before I'l say it now:Story mode so you can edit each character's fight order seperately. Not something that I would personally be that interested in, but agreed, would be nice.vgmaster2.0 said, April 22, 2011, 09:11:37 am4. Scoring system as well as a highscore board.5. A countdown from 10 to 0 durring the continue screen.... and maybe limited continues? (For an arcade feel)6. Get rid of Simul and replace with Tag Team mode? Why do that? Why not have them both? (I like simul mode)10. More player ports for 3 and 4 players.11. I would totally love something like a 3v3 or 4v4 for simul or a tag team mode.04. Agreed.05. Not exactly important, but agreed, would be nice.06. Agreed.10. Agreed.11.Agreed.There seems to be some hate for Simul mode, I'm mentioning this because I'm genuinely surprised, I've never had a negative thought about it. Sure some complicated chars are buggy in the mode, but I've had a lot of fun with it. Crazy battles, big combos, my friends and I have had a lot of fun with it, 2 player vs 1 or 2 CPU's for example. So like before, I'll say that 4 human players would be cool. Support for 4 USB controllers, basically. I know Elecbyte aren't interested though, and I know they have more important matters to attend to.
Why not we also have a 4 player free for all?Could spawn a lot more full game ideas like ssb themed games.Oh yea also...MORE ORDERS!!! (because ten orders isn't enough for me.)and maybe some more select.def tags...
KirbySuperstar101 said, May 20, 2011, 12:14:28 amSonicstar3000 said, May 18, 2011, 09:32:47 pmQuotehow about MUGEN 4 the ds? XDI don't think that would work.But I have seen videos of MUGEN for PS3 and XBOX 360, they look ok.thats true, it would probably be better on the 3DSThat's right! It can look like BlazBlue Continuum Shift II And all the layers added on the stage can be different.
special intro for simultaneous mode...like...if i code and sprite a special intro for yuki and ai for when they are being selected together...and a team victory pose...like...if i code and sprite a special victory pose for seth and vanessa...
Or if you are really interested on that you could just code it in mugen 1.0 and then port the coding to 1.1 when it gets released. Its the same deal.
well I would what they to make a way to make stages interactive with out so much coding or just to make it possible to brake stuff from the stage like walls ground and others I would like this new version to be able to handle any kind of stage for example when you are 640 480 resolution any kind of stage to be made automatically to that resolution with out having to edit the def files of the stages and the colors to look good as well
multiple sff's and snd's support! great for character transformation and creation team work distributions!
it would be nice to have a streets of rage mode like paint town but more attacks it would be like tekken force on tekken 3
how about a zoom in/zoom out mode just like in blazblue and guilty gear and art of fighting and kofXII? That would be awesome!
drewski90 said, June 17, 2011, 12:55:50 pmhow about a zoom in/zoom out mode just like in blazblue and guilty gear and art of fighting and kofXII? That would be awesome!It's already done in the current alpha.
Not sure if was suggested before, but stage interactivity would be really cool, like stages with platforms where players could jump without having to code a bonus game like character just for that and stages which could have special intros with another character and characters from background which could disappear once said character is playable at time. A example of this would be the last stage of Ougon Musou Kyoku which all characters are taking part of background, so if Battler is fighting Beatrice, then both would be not present in the background during the fight.
*life bars should be able to change color..i mean going from green to yellow orange and red when there is little hp left.and *gief transformations ..we still cant have ssj to ssj 2-3 *stage interactivity like xmcota falling stages or mk3 stages where u reach upper stage by uppercut and marvel vs streetfighter stage with a breakle wall .