Got some preguntas.
1. Got any vids so we can see what to expect?
2. How would you compare it to mugen?
3. What modes are built in, any tag or tournament?
Antoher thing I would like to know is, what makes it worth buying it instead of using Mugen for free? What kind of better featues does it has etc.?
Can I just send $10 directly to you to help more so you don't lose a cut? Or would it help more to buy it on steam? Like popularity of downloads assisting or something?
(stages also have proper script, so menues, screens and stages all can have script code which is the same as a character's).I liked this. Sounds more like OpenBor than Mugen.
Are there going to be stage interactivity, a dedicated pause menu, horizontal environment shake instead of just vertical (something that JNP asked once) and no custom state bugs in it?
Quote(stages also have proper script, so menues, screens and stages all can have script code which is the same as a character's).I liked this. Sounds more like OpenBor than Mugen.
When you say "png sheet" you mean the engine will use sprite atlas (a single image with all sprites) rather than separated images? If so, this sounds cool.
Dunno if you ever heard about OpenBor, but there are some cool ideas you can borrow from it. For example, specific pain reactions (burn pain, burn knockdown, rise from burn, death from burn), damage over time (poison), alternate models (aka transformations). In OpenBor, you can just point the name of separated characters to transform to and you are done - no bugs in custom states. You even have index for each alternate models.
Can you have a like beat em up and a fighting game section?
Also does it support multiplayer?
My only question at the moment - Is it planned to support some kind of story mode?
From a practical standpoint, I don't see how morphing from one character to the other wil be useful (except for making shangtsung)This is exactly the best example I can give you. Let me show you how it works in OpenBOR (the engine treats is as "weapons"):
weapons {name1} {name2} {name3} {name4} {name5} {original name}
~This command sets other model which will be used to replace this entity when a weapon is picked up.
~{name#} is the name of the model which this character becomes when they pick up weapon #. # is weapon's number. Don't forget to load the model in models.txt.
~{original name} is the name of the character when it doesn't have any weapons equipped.
~If {name#} is filled with none, this entity can't pick respective weapon.
submodel sub_zero scorpion kano shang_tsungThe last one would be the default character, which you an revert back.
no shakes are there yet, I will add cam shake if enough people ask for it;Please, do it.
(it'd be a really fun project for me to make a character generator so it can actualyl compete in the same level as rpgmaker ).That sounds amazing. *_*
From a practical standpoint, I don't see how morphing from one character to the other wil be useful (except for making shangtsung) , that does not mean I am closed to that, if there are decent use cases, I can see how to modify the engine to add that. If we are talkign visual only, the sprite file is the palette (depending on the palette mode), so by changin the palette you can change the charcater's looks; another way to do so is using layers, since those are rendered after the character is rendered, autoatically by the engine so you don't have to worry voer coordinating explods.
Can you have a like beat em up and a fighting game section?
yep, you can have a stage be a beat em up and another be a regular fighting game, or change into different game modes as you progress.
Also does it support multiplayer?about multiplayer it supports both local and netplay; I will have to look into matchmaking (if I get green lighted in steam, I think they provide an API to do so, which, depending on how it works, it can save me a lot of time) to make netplay more useful for most users (the current method requires you to manually type the ip of the person you want to connect to).
That's cool. I always dreamed of something like a Story mode for the beat em up section where you unlock stuff as you progress in the fighting game VS section. The fighting game section would have the regular 1 VS 1 player and another having 4 players.
What's the maximum number of players? 4 or 8 players?
(it'd be a really fun project for me to make a character generator so it can actualyl compete in the same level as rpgmaker ).That sounds amazing. *_*
Another question will your engine support real character unlocking? Like for example if I win enough perfect matches with character X then I would unlock character Y?
Code:weapons {name1} {name2} {name3} {name4} {name5} {original name}The "models.txt" is a file (kinda like a select.def but extended) where you name all the entities avaiable to the game.
~This command sets other model which will be used to replace this entity when a weapon is picked up.
~{name#} is the name of the model which this character becomes when they pick up weapon #. # is weapon's number. Don't forget to load the model in models.txt.
~{original name} is the name of the character when it doesn't have any weapons equipped.
~If {name#} is filled with none, this entity can't pick respective weapon.
Right now I have 1 versus 1 (characters) coded in; it should be trivial to add ore onscreen fighters because of the whole idea of making it beat em up compatible.
tho adding more than two players is a more interesting proposition (also, because of netplay ), but I see the necesity of that for beat em up.
Interesting Basara!
What did you write this engine in? Looks interesting. Sorry about what happened to you by the way.
Make it so you can move the camera past the walls of the stage in an assertspecial sort of way. A move I coded imitates a portal effect by making a black bg with a hole so you can see the stage through it. In MUGEN I have to reposition the chars and the hole due to the walls.Well, rather than an assert special, what was planned was to have sctrls that directly manipulate the camera.
Also a destroy hitsparks sctrl!
Sorry to hear what happened, but about the engine itself I reaaly like what I read.Thanks.
Two questions, is the engine able to cut sprites in-game to make a move like that one from Basara that sinks the opponent?
The second one is the price for the commercial license, I know you may not have a price set in stone but you may have an vague idea already.
Good luck!
Consider myself interested in this engine. Who knows? It might replace MUGEN for all of our custom fighting game needs!
Two questions to ask about the engine and development in general:
1.) How easy will it be for someone to code for the engine and its characters? Could I, in theory, use notepad for all of my coding, or will I need special programs to do so?
2.) Are you allowed to release the engine like this without the sponsoring company's input? I wanted to ask since we all do not want you to get into legal trouble with the original company for breaching contracts or any legal agreements. Releasing work developed for other companies is serious business.
and the proxy server hit again >.<This is the issue. Being able to change layering of sparks could be useful too.
Well, rather than an assert special, what was planned was to have sctrls that directly manipulate the camera.
I don't know what would a destroyhitspark sctrl would be used for, so I'd look first into what you want to accomplish with what is currently here, and if it's doable in an easy way so be it, if the way to do it is too complex (what I call cns gymnastics in mugen) that's when something new gets added.
I'm liking a lot of the features and ideas described so far.
I'd probably buy it either way regardless of needing it due to how you were treated. Had my fair share of shady partnerships in terms of indie development.
What did you write this engine in? Looks interesting. Sorry about what happened to you by the way.
Thanks.
C# and the monogame frame work; the latest makes it possible to port it to other OSes, which while being not something trivial, is still in the realm of doable things.
C# and the monogame frame work
C#
heh, I don't follow your question , care to ask again (or more like, I kind of understand the question but the quoting of C# throws me off)?
Can you also scale the sprites and backgrounds bigger or smaller?
3) add new features:
Add a two players cooperative game mode.
Yeah, I won't be selling the resources per se, just the engine; but given how steam works, it would not be surprising to assume that free resources included inside a paid engine might beconsidered as being sold as part of the package. I will see if I can ask a steam representative ; I remember people/companies having safe steam packages and providing the steam unaproved materials in their webpages got forbidden from linking the unaproved materials in the steam forums, so that makes me think that including them as part of the package is a no go.
I'm gonna miss the old name.
You're far enough to invite beta testing?