Well besides stage functions such as interaction, scrolling and platforming. I mean this character wise who or what has not shown up in Mugen that we've wanted or always thought *that'd make a good Mugen character* . Im beginning to understand character development now by watching videos and this can help expand on my idea's on what i can make no promises though.Also a story mode for mugen would be great like how would this character interacts with other characters. How their story or events relates or opposes the others. This can set a path for that character to follow and what foes he or she will face.In-depth character assists and interactions. There are already interactions and that's usually through the intro and victory/defeat sprites. But what about mid-battle? Would Ryu yell at Ken for using a forbidden technique? Would Morrigan from DarkStalkers kiss her opponents cheek just before the finishing blow(as a result of her winning)? Would an unexpected assist appear like Vegeta punching Goku in the face before doing a Kamehameha to Broly? simply because HE wanted to fight him and blames Goku for stealing his real challenge?Im pretty sure you get the idea. I know we want more detail to the stages, but what should be new for the characters and what characters do you feel that we are missing? Or need?
Mugen is missing real creators. I'm tired of creators nowadays making stuff I don't want. Mugen needs stuff that I want, therefore, Mugen is lacking because my ego is huge and what I say goes.On a real note, all of those things are possible, they just don't make any sense to implement in a fighting game character.
I just feel like mugen has too many "balanced characters". by balanced i mean most mugen characters that aren't from an actual fighting game play like ryu.
ReyNiño said, April 11, 2013, 12:32:20 amMugen is missing real creators. I'm tired of creators nowadays making stuff I don't want. Mugen needs stuff that I want, therefore, Mugen is lacking because my ego is huge and what I say goes.On a real note, all of those things are possible, they just don't make any sense to implement in a fighting game character.But some people demand personality from characters....and their series or even want interactions with other characters. Why do you think people make stories for their favorite characters or even relationships even though the couple isn't from the same universe?This can help explain to not just me but others about the characters personality that the author wanted it to show. We already do this but it's in a very limited way. Midnight Bliss, intros, and outros, heck we now have Ending quotes. So even if it's not necessary why are we leaning towards it?In response to your first statement give details if you will, shed some light in the dark corners of your mind so we can get a picture of what YOU would like to see in Mugen. Yes, we're picky or sensitive due to our ego but there's no wrong in expressing what character(s) you'd like to see in Mugen help give idea's or inspiration will you?
Sounds like you're asking for a bunch of unnecessary fluff for a fighting game.But to answer your question, online multiplayer. I don't expect it to ever happen, but I have never had more fun with Mugen than I did when I played it with my brother or friends. I'd love to be able to play with my online friends.
Prototype God said, April 11, 2013, 12:48:01 amI just feel like mugen has too many "balanced characters". by balanced i mean most mugen characters that aren't from an actual fighting game play like ryu.Shoto-Clones? yes that happens when the Author doesn't have any idea's for originality that's why idea's must be given in great details to inspire something new. It could also be that some people just like the character and would make it regardless of how many copies there are because they want to show their personal effort and support towards their favorites.
All of those ideas are just really unnecessary and too nitpicky IMO I´m more of the "gameplay is good, good to go" guy. I simply don´t see the interaction of the stages and stuff like that important or that will improve my fighting experience.
MC2 said, April 11, 2013, 12:54:00 amSounds like you're asking for a bunch of unnecessary fluff for a fighting game.But to answer your question, online multiplayer. I don't expect it to ever happen, but I have never had more fun with Mugen than I did when I played it with my brother or friends. I'd love to be able to play with my online friends. It's a fighting ENGINE for US to decide how it plays. All fighting games have this so called "unnecessary fluff" to GIVE depth to it's characters. All im simply asking is "how would they respond or react to the others?" How many characters have became famous due to his or her story and had sequels or even series written after them? How many games have been made BECAUSE of a characters story and how his or her personality affects it? Many is all i can say because of fans towards the characters, because of that challenge or story that you were there PLAYING THROUGH and gained an understanding. Posted: April 11, 2013, 01:15:19 amBuen Aldo said, April 11, 2013, 01:04:10 amAll of those ideas are just really unnecessary and too nitpicky IMO I´m more of the "gameplay is good, good to go" guy. I simply don´t see the interaction of the stages and stuff like that important or that will improve my fighting experience.But it's the story and characters personalities that sets up the gameplay. How is it nitpicking? and i bet your not the guy who just wants good gameplay experience you want an understanding to know HOW the gameplay is going to be for you to determine it you have a favorite everyone does. his or her gameplay was set through his or her own story and personality or even the challenges they've gone through to make it to where they are now. not everything is just a shade of grey it has color, pixels, plots, story, personality, events, timelines without this then there is NO gameplay.
evildarklag said, April 11, 2013, 01:20:00 amfor one i want boss and minigame tag/flag for the select.defWell... You can kinda do that already.Using the order system, you can set up a sub boss, and end boss. With a mini game before them.
Most characters in fighting games that I can think of have bakground stories that are as deep as a pond in summer. And that doesn't make them unlikeable in any way!
ImmaKratos said, April 11, 2013, 01:16:54 amYeah, you've totally lost me.no worries you'll understand it i may have to give more brief details.Dissidia said, April 11, 2013, 01:18:44 amA score ranking option would be a nice feature.good idea ranking helps determine how you improve!evildarklag said, April 11, 2013, 01:20:00 amfor one i want boss and minigame tag/flag for the select.defI can see this being useful im guessing tag for arcade and flag for survival? (so that way you don't have to worry about them while doing your best survival run?)
turns mode like kof 2003,a score mode with ranks,trial system,a better pause menu and a more possibilites in stages (Destrutable objects and others things)
TRUEMicah said, April 11, 2013, 01:29:49 amI'd like to see a decent pause menu implemented.you and me both! selecting the movelist as an option could help you remember the button combination for that one move you wanted to do or..you just need a little break without turning off mugen *like a sudden restroom urge*
TRUEMicah said, April 11, 2013, 01:29:49 amI'd like to see a decent pause menu implemented.There's a "pause" key right on your keyboard (at least there is one on mine). It pauses Mugen, so that's already pretty much happened.Edit: Goddammit Roman.
roney the aquahedgehog said, April 11, 2013, 01:31:44 amturns mode like kof 2003,a score mode with ranks,trial system,a better pause menu and a more possibilites in stages (Destrutable objects and others things)If we could somehow edit screenpacks to have these options then i can see it possible as for stages well... that can take a lot of work and may need a bigger engine for it. Posted: April 11, 2013, 01:38:45 amRoman55 said, April 11, 2013, 01:35:26 am.............Just hit Pause Break on your keyboard.i often forget about the pause button.... but i feel it should do a display of options like resume and movelist *not sure how it'd work yet but im thinking just show a mini-screen in mugen displaying what was written in the .CMD file?*
Roman55 said, April 11, 2013, 01:35:26 am.............Just hit Pause Break on your keyboard.C.A.N said, April 11, 2013, 01:35:40 amThere's a "pause" key right on your keyboard (at least there is one on mine). It pauses Mugen, so that's already pretty much happened.Edit: Goddammit Roman. They are some companies that think they're being "resourceful" and convert a simple pause key into a 2 key combo: My pause key is FN+F6. Hence, why TrueMicah and WiCloud said a decent pause menu.
I'd like to see an in-game movelist.roney the aquahedgehog said, April 11, 2013, 01:31:44 amturns mode like kof 2003If you mean tag mode, then that already exists. Through a patch.
Kirishima said, April 11, 2013, 01:41:31 amAn eighth attack button.What would it do? we have 2 for punches, 2 for kicks and 2 for specials and/or dodges, counters and assists. also a taunt button *the seventh button for trolling/showing off* Posted: April 11, 2013, 01:49:32 amroney the aquahedgehog said, April 11, 2013, 01:31:44 amturns mode like kof 2003Hurricane2s said, April 11, 2013, 01:44:24 amIf you mean tag mode, then that already exists. Through a patch. wish i had a tutorial with better details for that patch...i hardly understand it... sadly
Hurricane2s said, April 11, 2013, 01:44:24 amI'd like to see an in-game movelist.roney the aquahedgehog said, April 11, 2013, 01:31:44 amturns mode like kof 2003If you mean tag mode, then that already exists. Through a patch. There a two mode tag i want a trio tag mode
Hurricane2s said, April 11, 2013, 01:44:24 amI'd like to see an in-game movelist.This can always be done by coding it into characters like I do to my edits.IMO only thing mugen is minning for now are updates, release the next beta...
WooshaQ said, April 11, 2013, 02:49:30 amHurricane2s said, April 11, 2013, 01:44:24 amI'd like to see an in-game movelist.This can always be done by coding it into characters like I do to my edits.IMO only thing mugen is minning for now are updates, release the next beta... that looks very useful! know how we can get the characters to do that? while pausing Mugen?
Yeah, I think Mugen is pretty fine as it is... JUST GIVE ME 1.1. Also most things mentioned are possible just really complicated to do so and quite unnecessary if you ask me, perhaps the tag a la 2003/XI sounds good. The rest of ideas proposed or just meh.WiCloud said, April 11, 2013, 02:53:09 amthat looks very useful! know how we can get the characters to do that? while pausing Mugen?Can be activated by mapping the movelist into a button via code. I think he uses Start to trigger it.
Buen Aldo said, April 11, 2013, 02:56:51 amYeah, I think Mugen is pretty fine as it is... JUST GIVE ME 1.1. Also most things mentioned are possible just really complicated to do so and quite unnecessary if you ask me, perhaps the tag a la 2003/XI sounds good. The rest of ideas proposed or just meh.WiCloud said, April 11, 2013, 02:53:09 amthat looks very useful! know how we can get the characters to do that? while pausing Mugen?Can be activated by mapping the movelist into a button via code. I think he uses Start to trigger it.but there still testing 1.1 im being patient about it. they'll have a release when the bugs get worked out. it's for our sake to enjoy it after it's done being tested. Posted: April 11, 2013, 03:02:58 amBuen Aldo said, April 11, 2013, 02:56:51 amYeah, I think Mugen is pretty fine as it is... JUST GIVE ME 1.1. Also most things mentioned are possible just really complicated to do so and quite unnecessary if you ask me, perhaps the tag a la 2003/XI sounds good. The rest of ideas proposed or just meh.WiCloud said, April 11, 2013, 02:53:09 amthat looks very useful! know how we can get the characters to do that? while pausing Mugen?Can be activated by mapping the movelist into a button via code. I think he uses Start to trigger it.sooo i take a big box write down everything for the moves put it in the SFF and AIR. Then go to fighter factory to align it properly and code it to the pause button? how would i scroll it down? or put a tab on it if the movelist was too large and i'd have to split it into categories/sections?
When coding things I often find myself coming up with additional state controls and assertspecial flags I wish MUGEN had.
WiCloud said, April 11, 2013, 02:53:09 amWooshaQ said, April 11, 2013, 02:49:30 amHurricane2s said, April 11, 2013, 01:44:24 amI'd like to see an in-game movelist.This can always be done by coding it into characters like I do to my edits.IMO only thing mugen is minning for now are updates, release the next beta... that looks very useful! know how we can get the characters to do that? while pausing Mugen?I have this set at taunt button on my controller so it works as pause menu.
WiCloud said, April 11, 2013, 01:07:25 amIt's a fighting ENGINE for US to decide how it plays. All fighting games have this so called "unnecessary fluff" to GIVE depth to it's characters. All im simply asking is "how would they respond or react to the others?" How many characters have became famous due to his or her story and had sequels or even series written after them? How many games have been made BECAUSE of a characters story and how his or her personality affects it? Many is all i can say because of fans towards the characters, because of that challenge or story that you were there PLAYING THROUGH and gained an understanding. The problem is people take mugen as a fighting game engine not a actuall game because it isn't plain and simple. They usually use the engine to show off characters stages ect., do fight request, and just plain old match-ups but not usually to story tell and if they do it is just hilariously bad if done wrong.On topic: well what MC2 said mugen online and that is about allP.S last time I heard interaction and mugen character in the same sentence you get somthing like this NSFW:BTW
WiCloud said, April 11, 2013, 01:33:19 amC.A.N said, April 11, 2013, 01:35:40 amKing Froz said, April 11, 2013, 01:40:12 amRoman55 said, April 11, 2013, 01:35:26 amGeez guys, I know about Mugen's pause menu... come on now. What I meant is I feel Mugen's pause menu is FAR too basic and I want it to have more depth/options:-Player Options Menu- Move List- Config Changes- Etc.
A "free battle mode" maybe. Where you can select your character and the AI's character.You can easily set these up in regular vs/watch mode via debug keys if you're playing by yourself...But what about 2player co-op mode?
Amidweiz said, April 11, 2013, 03:22:53 amWiCloud said, April 11, 2013, 01:07:25 amIt's a fighting ENGINE for US to decide how it plays. All fighting games have this so called "unnecessary fluff" to GIVE depth to it's characters. All im simply asking is "how would they respond or react to the others?" How many characters have became famous due to his or her story and had sequels or even series written after them? How many games have been made BECAUSE of a characters story and how his or her personality affects it? Many is all i can say because of fans towards the characters, because of that challenge or story that you were there PLAYING THROUGH and gained an understanding. The problem is people take mugen as a fighting game engine not a actuall game because it isn't plain and simple. They usually use the engine to show off characters stages ect., do fight request, and just plain old match-ups but not usually to story tell and if they do it is just hilariously bad if done wrong.On topic: well what MC2 said mugen online and that is about allP.S last time I heard interaction and mugen character in the same sentence you get somthing like this NSFW:BTWDon't need to click the link to know it's H-content but yet we still add interactions each and everyday Im not asking for more im asking what would be added i mean hey Authors do it everytime. As a game advances so will it's gameplay Take OmegaPsycho he's adding the best stages that interact with characters by attacking them he's doing a tremendous job at it and i hope to get the chance to play them when mugen 1.1 gets released. it's inevitable for games like mugen to advance. Whether you make a lifebar, stage, character or screenpack your advancing the game for your self interest and making it public helps advance it for others my only question is Will the characters advance too? yes. In what Way? possibly through interaction like conversing or physical touch that wouldn't harm the fighter *not H-content like the Hentainites do it* (this is what i call a Mugenites who has hentai characters in his/her roster) Posted: April 11, 2013, 04:07:12 amvgma2.0 said, April 11, 2013, 03:55:50 amA "free battle mode" maybe. Where you can select your character and the AI's character.You can easily set these up in regular vs/watch mode via debug keys if you're playing by yourself...But what about 2player co-op mode?go to co-op mode choose your character and your partner then at the start of the round press ctrl+3 wallah! AI is now controlling it.
Mugen has a lack of original characters and gameplay styles. There's more now than ever but still an overall lack of originality in MUGEN. Not at all a complaint, because it takes alot to make those kinds of characters, but if we had more originality in MUGEN that would be for the greater good. If MUGEN had more spriters around that would definitely take it to the next level though.
WiCloud said, April 11, 2013, 04:02:29 amvgma2.0 said, April 11, 2013, 03:55:50 amA "free battle mode" maybe. Where you can select your character and the AI's character.You can easily set these up in regular vs/watch mode via debug keys if you're playing by yourself...But what about 2player co-op mode?go to co-op mode choose your character and your partner then at the start of the round press ctrl+3 wallah! AI is now controlling it.That's the thing though. The AI is controlling your partner. Not your human player sitting next to you. You have to rely on Co-op arcade and Co-op survival to play with a human player on your team, but you aren't able to chose the enemy team on those modes. (One could sort of configure arcade mode so you'd fight the team you want on the first match, but it'd be annoying to constantly edit the select.def every time you want to fight a new team.)
I'd love if we'd be allowed to use something other than 9000,0 and 9000,1 for the select screen portraits.
Seperate "FIGHT" sounds. Would be easier to implement stuff like Third Strike or Alpha 3 sounds into lifebars.
-Picture of stage when selecting it-mugen 1.1-Score records-Tag systemOh yeah! An optinal announcer voice by none other than alexlexus, this awesome feature could be unlocked once you finish arcade mode with his Gouken.Guess ill b happy with that, not that it needs it, mugen its pretty fun the way it is now anyways.
Lord Kain said, April 11, 2013, 06:35:25 am-Picture of stage when selecting it-Score records-Tag system-Fullgames can pull this off.-Ditto and CvS2 chars like Waru and JZ's have score systems.-There's an addon that turns simul mode into tag mode.
I guess we mean stuff that could be implemented easier. Pictured stages lose so much color due to them being one massive sprite
A story mode like DBZ Burst Limit where you could scroll through battles with a short description and a watch quick cutscene when you first click into it would be sweet. And it would be customizable for every character... yeeeeeeehhhhh As far as tag goes, would be nice to see four player compatability like in Mortal Kombat 9 or Tekken Tag Tournament 2.
Many seem to like the idea of a scoring system.This includes the obligatory high score board right? (Probably a local one since there could probably be problems with an online scoreboard.)
Mugen is missing some obscure fighters and stages, VF characters, a dupuis screenpack, buu's stomach stage Z2, online gameplay and Ball mode like Tekken has it.
Loop controls, user defined functions, lists that would let us iterate through all the active objects within a frame, better math library, user defined variables, classes and objects that the coder can instantiate and actually use, a real scripting language, functions to persist and load data...Anything else is irrelevant.
Missing Triggers like thisCollisionFrontDistCollisionBackDistCollisionTopDistCollisionBottomDistAI of large size chars alway has troble attacking chibi size characters. and most of the time height or head.pos is not where the top of Collision box is. I need something to tell me how high the enemy really is at that moment. And it has to be real time data for some move that stay very low to the ground, data in char's size won't help.hitdefguardflagLet AI know is that Attack unblockable.Nearguarddist = SCA same as above, except is can also tell you guardflag of enemy's helper. Some hepler that work as Projectile need low guard but AI won't know that, so it get hit every time And it also help with attack that don't has attack.dist but need to guard.P2physicstypeWhen enemy is in the air, P2statetype won't telling us is enemy falling or floating.
Bea said, April 11, 2013, 12:09:41 pmLoop controls, user defined functions, lists that would let us iterate through all the active objects within a frame, better math library, user defined variables, classes and objects that the coder can instantiate and actually use, a real scripting language, functions to persist and load data...Anything else is irrelevant.This so much.Especially that last bit since all of that irrelevant stuff would be possible if the first bits were possible.
Wow! you guys kept this thread going through most of the night thanks! @DEMAN- yeah i hear ya i avoid chibi characters at all costs because the AI doesn't know how to low kick them to death. Muteki's characters low guard EVERYTHING you'd have to look through his codings and find out how so. The flying is a bit annoying when AI only detects it as a jump. Best possible solution for characters who have super jumps is have them use that to reach the flying characters and knock them down. Another possible solution is lower the TopBoundary of your stages so characters can't fly past them I only recall having a few that do this but it's doable.@Lord Kain- I agree with the first one mostly, seeing what stages we want to pick is helpful. Mugen 1.1 will get released one day and im waiting for it. as for the other two we have a tool for tag (I need to figure out how to use it) and the other thing sounds a lot like rank in which that's doable either through the screenpack or a character itself @Aprilmoon- Most of that stuff can be made in time with enough support but the online gameplay would be very difficult. We'd need a network and a team just to maintain it. It would cost money and im not talking like 50 dollars a month but more so it connects worldwide. An online team to monitor for hackers who'd ruin the fun of the game or even worse scenarios that'd become very dangerous for anyone who gets involved with them. court cases if players offended someone over that network in a racial or religious way. I can go on but im trying to let you and others see that online gameplay wouldn't be possible unless we had the money, programmers, facility and maintenance who'd update it and enforce it each and everyday.
Not sure it was mentioned, but more zooming options maybe or fog/sun/darkness effects A challenge/mission mode could be awesome similar to those you see in MK9 or the earlier SoulCalibur games. More options for the practise mode including tutorial modes and a displayable movelist on screen could be awesome.Not sure if its all technically possible but 2,5D fighting like in Killer Instinct (arcade) would be superbmonsterawesomehyperkingultrastic!
dunno if this was mentioned before either (most likely not lol), but it would be cool if you could have different powerbar-colors/sprites when you switch between single and team mode
A 3 Punch/Three Kick Feature Button for chars that teleport(Gouki) or to perfom super arts required: L1, L2, KKK, PPP. (I use a playstation controller) What they have in various fighting games.
I have 3 things for characters that need to be changed before I can finish up some of my characters:- Damaging the opponent without interrupting their state.- Standing and crouch friction in hitdefs. As it is now, every opponent can react differently to hits if their default friction values are messed with.- Liedown time in hitdefs.Another one I would do is removing the hardcoded "tap directions to stand up quick", but I programmed an override for that anyway.
WatsonGrim69 said, April 11, 2013, 08:05:59 pmA 3 Punch/Three Kick Feature Button: L1, L2, KKK, PPP. (I use a playstation controller) What they have in various fighting games.ALSO THIS, GODDAMN.
WatsonGrim69 said, April 11, 2013, 08:05:59 pmA 3 Punch/Three Kick Feature Button: L1, L2, KKK, PPP. (I use a playstation controller) What they have in various fighting games.ahh that brings me back. I believe tab and backslash \ could act as the combo buttons for that. always freed me from the corner whenever the AI gets too cocky. Posted: April 11, 2013, 08:53:47 pmKoopaKoot said, April 11, 2013, 08:49:02 pm-Projectiles that WORKin what way? knockdown? daze the opponent? freeze/burn/entangle the opponent? send them sky high(like a burst projectile)? have it act as a red dot so when your opponent touches it the assist pops out and shoots your foe giving you a chance to chain?
Along the lines of features some of you are suggesting. A few have mentioned that a full game can support some of these features. We just implemented achievements in our front end and are displaying them on the Scruffy Dragon website (on the right panel of the home page). So far just one achievement (First Login). But I think it is a cool feature to have especially for full games. A little more re-playablity if you are just playing by yourself. And like others we implemented a tag system into the characters. The problem with doing things in a front end is the transition in and out of mugen. It is not seamless. It would be great to have this stuff in core mugen though as some of you have said, things can be done, but are sometimes hard to implement.
Mugen (Elecbyte) needs to take a brief look at OpenBOR and learn a lot of things.There are so many things that are way easier (and better) in OpenBOR that you get frustated when you come back to mugen.For example, on scripted slams (like our Throws) the way it handle the custom animations is way smarter.You wanna make a move that inflicts fire damage (and have fire fx)? Simply put BURN on it "hitdef" and voilá, the engine understand and treats is different from a normal hit. The engine will even make different animations for BPAIN (Burned PAIN, PAIN is the gethit animation), BURN (Falling BURN animation), RISEB (Rise from BURN), BDIE (dying from a BURN attack) even BLOCKPAINB (Played when an entity received too much damage from 'burn' attack while blocking). Pretty easy, no? You just need to put the animations on your char. If you don't have a BURN anim, for example, it will just display the normal PAIN animation. No "missing animations", no "invisible characters". You don't want to make it have a different anim when its killed from burn? Just remove the BDIE anim.And the same will work for FREEZE and SHOCK animations. There are other options, like burn, freeze, shock, steal. Steal is a Drain-like move. You just put one line of code and, If this box hits a player or enemy, it will drain life from the target and give it to the attacker. Simply like that.This is a "hitdef" from a simple burn:Quoteburn {x} {y} {right} {down} {damage} {knockdown} {block} {noflash} {pausetime} {z}There are more options, but its that: just one line.Wanna make a attack which poisons the oponent? Take a look:QuoteDOT {Index} {Time} {Mode} {Force} {Rate}Spoiler, click to toggle visibilty~DOT means Damage Over Time. It works like drain feature but even better.~Drain effect can't kill hit entity but DOT can. Also should DOT effect kill another entity, this entity will get the credit for the kill.~{Index} defines DOT index. Entity may have up to 10 DOT effects at one time. An entity can be hit by more than one DOT effect at once. If entity is hit by same indexed DOT effects, only the latest one will be applied.~{Time} defines how long DOT effect active in centiseconds.~{Mode} defines how DOT effect is applied to hit entity. HP damage is same type as original attack and affected by damage mitigation.1 = Nonlethal HP (can reduce to 1 but not below).2 = MP.3 = MP and nonlethal HP.4 = HP.5 = MP and HP.~{Force} defines amount of damage per tick.~{Rate} defines delay between each tick in centisecond.This isn't even the tip of the Iceberg.If you wanna learn about it, take a look at its manual (a bit outdated) http://dcemulation.org/index.php5?title=OpenBORManual
Story mode is possible.Hasn't been updated for quite a while, though.I completely agree with the whole "advanced pause menu" stuff with character movelists, changing options during a fight, etc.A big old gripe with me personally is that you can't just plug in a gamepad when MUGEN is open - you have to close it first, plug in your gamepad and THEN open MUGEN...
O Ilusionista said, April 11, 2013, 10:59:50 pmSounds so simple yet most of the mods for OpenBOR are shit.
WiCloud said, April 11, 2013, 03:48:22 pm@DEMAN- yeah i hear ya i avoid chibi characters at all costs because the AI doesn't know how to low kick them to death. Muteki's characters low guard EVERYTHING you'd have to look through his codings and find out how so. The flying is a bit annoying when AI only detects it as a jump. Best possible solution for characters who have super jumps is have them use that to reach the flying characters and knock them down. Another possible solution is lower the TopBoundary of your stages so characters can't fly past them I only recall having a few that do this but it's doable.low guard EVERYTHING, is not what I want. If you are facing enemy like Petshop from jojo, you need to stand guard his falling ice.And Muteki just put names of characters that need to be standing guard, It's not helping when facing unknown enemy or a new release chars. Also with that, you need to update your char every time anyone make a new char.Update every time is not what I want, I want trigger that let AI know from the start, that those attack need to be High or Low guard.
What is Mugen missing- a team of developers working on it on a regular base- official financial support to make it interesting and worthy to work on the engine on a regular base- a kickstarter project to fund a highly improved Mugen engine- Maybe elecbyte should make it opensource and give developers the opportunity to work on a fighting game engine who have the time working on it...now bash me already for these blasphemic words.
GBK667 said, April 12, 2013, 08:49:49 am- a kickstarter project to fund a highly improved Mugen engineConsidering how common commissions have become in the community, that has a chance of being successful. And it's better than a normal "donate by paypal" button because there would be a set goal, and a way for us to track how much money is raised.
WiCloud said, April 11, 2013, 08:50:16 pmin what way? In that projectiles made with projectilesdefs have correct priority when hitting projectiles using hitdefs and vice versa.
GBK667 said, April 12, 2013, 08:49:49 amWhat is Mugen missing- a team of developers working on it on a regular base- official financial support to make it interesting and worthy to work on the engine on a regular base- a kickstarter project to fund a highly improved Mugen engine- Maybe elecbyte should make it opensource and give developers the opportunity to work on a fighting game engine who have the time working on it...now bash me already for these blasphemic words.Exactly right. The kick starter fund, im surprised nobody's made one yet. I think it would be great if Electbyte got funded by kickstarted, mabey they would even port it over to i'os, android, AND to the GCW Zero"http://www.gizmag.com/gcw-zero-handheld-emulator-games/25760/"
What mugen needs are more creators who leave they're stuff open source and don't just leave around "BETA versions" which no one can complete.
Shinrantry said, April 11, 2013, 11:33:15 pmO Ilusionista said, April 11, 2013, 10:59:50 pmSounds so simple yet most of the mods for OpenBOR are shit.Maybe because you are getting the bad ones.Try those:World Heroes Supreme Justice (there is a new version) http://www.chronocrash.com/forum/index.php?topic=346Final Fight Gold http://www.chronocrash.com/forum/index.php?topic=248Golden Axe Legend http://www.chronocrash.com/forum/index.php?topic=247
We actually got a green light at work to give develoopment time to semi-personal projects; they have to be profitable for the company, though ; it goes like profits are split 50/50 between the company and the people working on those projects, though I have no idea how a mugen clone would be profitable at all besides getting 1st world development costs back using kickstarter.
This is just a listed recap on what everyone thinks is missing for M.U.G.E.N. I won't have them all in precise details and if im missing anything it means im reading through the thread and trying to catch everything that's been mentioned so far.Pause Menu with options such as movelist display and resume. Access to screen resolution like Brightness adjusting won't be a bad idea either.Improved ProjectileDefs I've noticed personally that some projectiles do actually fly through each other and there not supposed to do that.Ranking/Score System what this does is it tells you your accuracy in attacks/projectiles/grapples/counters/dodges/parry. How many missed moves you did how many times you were hit or grappled and it ranks you all depending on mostly that along with remaining Health and Time.Interactive stages the kind that can hurt the characters or respond to character motion such as a splash when walking in water. Destruct-able objects or characters in the background that act as obstacles to proceed.Tag System even though we have use of a tool to make this possible for Simul battles like 2v2 3v3 or 4v4 I believe people are possibly wanting more functions like use of combined hyper attacks that MVC does. Along with switching out partners in mid-battle *haven't been getting a great detail in this yet)Online Multiplayer This has been mentioned several times I guess Mugenites wanna go at it through Mugen really badly.Improved AI functioning as said AI isn't able to detect everything so they aren't able to act properly towards every action given. They get confused towards moves that require crouch blocking or through hyper armor or even if another character takes flight then the AI only considers it jumping.Easier writing methods for OpenBOR (this is interesting never even knew anything about it until it was mentioned) O ilusionista can explain more about it if im missing anything but it's effect animations from elemental attacks such as fire,wind,water,ice,poison,dark,light,and drain damage (if im missing any please inform me.) .Story Mode (something i mentioned) I believe characters require a little more interaction with each other (in non-sexual ways) Like how would Ryu act if he met Mario?*examples* How would Shiki Nanaya react to Morrigan (from Darkstalkers) things like this. Big conversations? cutscenes? interference from other major parties? (like Pit jumping in to attack Morrigan believing she works for Medusa perhaps?)More original characters. although i agree with this it's a lot of work but i'd be willing to try it myself with the proper experience.More buttons? we have 7 buttons in use already but it was mentioned that a button should do 3 kicks or punches like Playstation did in some of their fighter games like Tekken or Dead or Alive.Animated PortraitsVisual Stage Selection *we'll know what the stage will look like before we start the fight*Challenge/Mission Mode. Objectives are placed like no grapples, defeat X number of fighters before this time limit, Handicaps *2v1*, survival and that's about all i can think of. Im reading through to see what i missed i know there's more but remember it's a recap to help those get caught up on the conversation.
maximilianjenus said, April 12, 2013, 04:14:00 pmWe actually got a green light at work to give develoopment time to semi-personal projects; they have to be profitable for the company, though ; it goes like profits are split 50/50 between the company and the people working on those projects, though I have no idea how a mugen clone would be profitable at all besides getting 1st world development costs back using kickstarter.You could write a commercial engine for people who want to make real fighting games.A mugen clone is not worth even effort of going through a brainstorm about it's basics. Many of it's designs are way too flawed and beyond repair.Starting fresh is definitely the best option.
Its missing an online feature!!111!*shot*Anyway,I know there already is a 2.5D mugen,but its badly done....I dunno,being able to move around the stage along the Z line seems like it could freshen out the gameplay.Or not,depending on peoples tastes
maximilianjenus said, April 12, 2013, 04:14:00 pmWe actually got a green light at work to give develoopment time to semi-personal projects; they have to be profitable for the company, though ; it goes like profits are split 50/50 between the company and the people working on those projects, though I have no idea how a mugen clone would be profitable at all besides getting 1st world development costs back using kickstarter.Maybe such a game engine software could be sold for a small price via steam and directly like its done with the rpg maker?I have no clue about software development ..marketing and publishing though
humh.. rpg maker, i will check what's it's model, thanks.Bea said, April 12, 2013, 08:04:01 pmYou could write a commercial engine for people who want to make real fighting games.A mugen clone is not worth even effort of going through a brainstorm about it's basics. Many of it's designs are way too flawed and beyond repair.Starting fresh is definitely the best option.yeah, having it be compatible with mugen is not very optimal, unlike what we were doing with nekoconeko.
For those of you who want to get involved in development there is an open source fighting engine that has been in development for a couple years. Code is available and it is compatible with Mugen. He said he will be working on online as well. Author is constantly making updates.http://paintown.sourceforge.net/
You know what MUGEN could use?A tag team feature like the one found in the most recent fighting games like Mortal Kombat!
-Something that determines the time of a round, or how long an Arcade mode is.-A proper character unlocking system, like that of which MSM gives.-Something that sets the amount of rounds you could have (say a trigger that forces the amount of rounds of a particular character to be 1).-Something that toggles the vs. screen on/off for certain characters.-Something that toggles the "K.O.!", "Round 1!", etc. stuff on/off for certain characters.With this, you could do something clever with Arcade mode:You could've beaten Arcade in a pretty swift time, beaten the final boss and gotten to the "exit door" (which'd be another character, but it'd stay as a door that you walk through if you've beaten Arcade too slowly). The door disappears and something emerges from the background (the final FINAL boss) - you beat him/her/it, go through the actual door and the win screen shows.
QuoteWhat is Mugen Missing?not really missing, but it would be great if you could give the big char-portraits more than just the numbers 9000,1 and 9000,2. cause when you have more than two screenpacks with different portraits (let's say EVE, Warzone and NEXUS Reborn) you need at least two different char-folders (which can be easily bigger than 3 or 4 GB as you all know )
Gara said, April 23, 2013, 11:11:56 pmQuoteWhat is Mugen Missing?not really missing, but it would be great if you could give the big char-portraits more than just the numbers 9000,1 and 9000,2. cause when you have more than two screenpacks with different portraits (let's say EVE, Warzone and NEXUS Reborn) you need at least two different char-folders (which can be easily bigger than 3 or 4 GB as you all know )And that in your opinion is what "your" Mugen is missing . Are you suggesting portrait settings so that Portrait A appear in Screenpack A and Portrait B for screenpack B? All for the same character? sadly i agree but all you can do next is add a portrait next to the lifebars *if there small enough* but i don't see the use of having more portraits than what we have. Unless someone makes a screenpack where characters can have more supposedly. Some screenpacks got them large portraits some have small either way i know what your getting at and i've encountered this problem too.
WiCloud said, April 23, 2013, 11:35:27 pmAre you suggesting portrait settings so that Portrait A appear in Screenpack A and Portrait B for screenpack B? All for the same character? actually that was exactly what I meant. it's already possible, but only for two different char-portraits. you could much easier switch between screenpacks if you could have more big-port-numbers than that.
I was gonna suggest that there be a thread for screenpack portrait reservation slots, but there's just too many optional standards these days, many which conflict with other standards. Creators would be spending a shitload of time making stuff for a bunch of screenpacks they'll probably never use.
Jango Hakamichi said, April 23, 2013, 11:59:11 pmI was gonna suggest that there be a thread for screenpack portrait reservation slots, but there's just too many optional standards these days, many which conflict with other standards. Creators would be spending a shitload of time making stuff for a bunch of screenpacks they'll probably never use.and that's why i try finding a HUGE screenpack so that i can avoid this. my WinMugen's SP is about full but my Mugen 1.0 is fairly large and almost seemingly empty (i need to transfer characters lol)
We're missing Gurren Lagann (the robot), interactive stages, and customizable pre- and post-battle cutscenes.
WiCloud said, April 12, 2013, 07:24:25 pmInteractive stages the kind that can hurt the characters or respond to character motion such as a splash when walking in water. Destruct-able objects or characters in the background that act as obstacles to proceed.Do you mean something like the Death Match Mode in World Heroes 1 and 2 or the interactive backgrounds and power up items in Samurai Shodown and Gem Fighter? Those games were fun.WiCloud said, April 12, 2013, 07:24:25 pmTag System even though we have use of a tool to make this possible for Simul battles like 2v2 3v3 or 4v4 I believe people are possibly wanting more functions like use of combined hyper attacks that MVC does. Along with switching out partners in mid-battle *haven't been getting a great detail in this yet)I'd personally like to see plane shifting if its multiplayer tag like in Yuyu Hakusho for the genesis or Bleach Dark Souls in DS. I like that in Bleach Souls it can play like a beat em up when fighting one of the Hollows.
-Real 3D stages a la Killer Instinct 2.-3v4,1v4,2v4 battles like in Infinity Cat (MUGEN 4 PSP).-Better Sound Quality.-Online Match System with ID, Tournament and World Ranking.-Plataforming Stages a la Smash Bros.-Independent Bilinear filters for chars, stages, screenpack.-In build Tag system stxt, mvc1, mvc3.-Non stop turns fights with partners watching the action and reacting.-Last Man Standing, everybody vs everyone.-Last Boss 2v1 even if selected 2v2, like sfxt final Boss.-Unlock Chars system and Hiden Chars system like MK.-multi stages zones and levels like UMK3 and MKT.-SF4 and SFXT rival battle system.Thats all i can see that MUGEN is missing.
Another good point of OpenBOR which mugen could borrow: Alpha MaskingAllows complete freedom in determining the transparency for sprites. With alpha masking, each pixel of each frame of an animation can have its own alpha value from 0 (fully transparent) to 255 (fully opaque).[Sprite - Mask]Read more at: http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Alpha_MaskingMoving this topic to public section...
Vibrant said, September 25, 2013, 03:37:14 pmWhat is Mugen missing?A better community.and what makes me angry about this is i could GET to one if i happened to know a second language
C.a.r.l.o.s. said, May 05, 2013, 05:03:54 am-Unlock Chars system and Hiden Chars system like MK.I was waiting for someone mentioning this. Yeah, codes to select hidden chars and bosses would be great. I mean, many of you underestimate UFGE engine but it has this feature long time ago, as well zoom a lot of years before 1.1 (burn people, burn!!), not to mention the score feature...Also, some other suggerences not mentioned here:-a Battle Royale mode like in some games like Super Cosplay War Ultra (something like this)-more than original chars only, MUGEN needs more adaptations of doujin/independent fighting games as well characters/games exclusive from other fighting engines like Fighter Maker, UFGE and others out there-a Platform/Beat'em Up mode to play like in arcades. Something like Bane84 did with his mini-games but already incorporated on MUGEN... or like OpenBOR Vibrant said, September 25, 2013, 03:37:14 pmWhat is Mugen missing?A better community.Actually it's a better community than before, IMO. Unless you miss KFM's iron fist on Guild...
The ability to have alternate sprite sets without fucking up required sprites. The Neo Geo Double Dragon game had it and that shit came out in 1995. This is 2013 and we can't even have Billy transforming properly.
'Sup y'all. Enjoying the thread. All the suggestions seem good to me.How about some sort of way (maybe in that NEW pause menu) to bring up "match credits". This would be brief information in a panel that would display things like Stage title and creator, Music playing, Character File names and creator(s), and screenpack used.I have an unorganized mass of characters and stages, and no easy way to pinpoint my favorite stages and character versions.See a cool screenshot? want that character or stage? Just look at the match credits box.- It would give credit to creators despite users who don't always read the "read-me" file- It would also (maybe) be a way to manage in-game music and offer track skipping.