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Recommended threads (Read 61889 times)

Started by PotS, September 29, 2009, 01:30:38 am
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Recommended threads
#1  September 29, 2009, 01:30:38 am
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Here are some of the useful discussions that have showed up on this section along the years, they should offer some insight on (sometimes advanced) development of Mugen content.
Like everything in this board, you're free to reply to these old threads if you feel like you can add something useful to them, or if you have a question that can potentially expand the topic.

About clsn boxes in stand and crouch gethits
About Super.TargetDefenceMul
Accuracy VS Compatibility
Accurate hit velocities?
Adaptative A.I. for mugen...
AI Coding Tips, Suggestions, etc
Attack priorities
Clsn standards that ought to be followed?
Color separation methods/tips
Custom State Detection
Dissidia & Crisis core Model Viewer
File size vs Processing
If I wanted to get into MUGEN development. What should I start with?
Kingdom Hearts Model Viewer
Let's have a KoF features discussion
Number of simultaneous helpers allowed for stable gameplay?
Projectile reflection: new projectile vs ReversalDef
Ripping values with frame skip/turbo games... (I need to reply to this...)
SFF load times
The Importance of Accuracy in Mugen???
The Unrealized(?) Benefits of Using common1.cns for full game-ish features
Why Automatic Clsn tools are bad
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Recommended threads
#2  September 30, 2009, 02:48:39 am
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include mugen discussion threads here too, they also have interesting treads. development and mugen disscussion often overlaps
Re: Recommended threads
#3  September 30, 2009, 04:12:38 pm
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59 pages and rare good threads... that one's gonna take a lot of boredom. :XD:
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Recommended threads
#4  September 30, 2009, 04:15:01 pm
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Don't forget the "Idea Engineering" subsection. :wink3:
Re: Recommended threads
#5  September 30, 2009, 09:43:36 pm
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i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours

Iced said:
I for one, do not enjoy round corners!  :bigcry:
But they hurt much less when we accidentally hit them!  :S
Re: Recommended threads
#6  November 20, 2009, 04:01:30 pm
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Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: Recommended threads
#7  November 20, 2009, 04:07:20 pm
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cuz its a sticky?
Re: Recommended threads
#8  November 20, 2009, 04:21:29 pm
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Actually, I find it strange that stickied tutorials aren't listed as recommended threads, right? o_O

The topic I listed seems to fit more into this list than any other sticky there, though, considering it lists a ton of med-to-advanced stuff.
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: Recommended threads
#9  April 19, 2010, 01:43:25 pm
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PotS, how do to increase the level of AI in a character? My feeling is every character you have made a fairly good level AI...

Spoiler: (click to see content)
Re: Recommended threads
#10  December 15, 2011, 01:15:04 am
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gonna bump this up to say that for the ideas on CLSNs in those old threads, dear god do not listen to a single damn word I said because I was wrong back then

my advice: study CLSNs from KoF and Capcom games. BlazBlue is a terrible example because they look like auto-CLSN, completely ignore those.

In fact, my advice for anything is to study actual games. This is 2011. We have ArtMoney tables flying all over the place. You really have no excuse at this point, so study, think about what's happening, THEN ask questions to confirm your suspicions.

With regards to sprites (because some people STILL MANAGE TO GET THIS WRONG):
For uncropped rips: add the first sprite, align it to where the axis is proper. If you cannot tell where the axis is in-game because there is no way to look at it, then use the mirror test. The way you go about this is you have the character turn in-game (MAKE SURE THE CAMERA DOES NOT MOVE TO THE LEFT OR RIGHT, SO DO THIS IN A CORNER FOR BEST RESULTS), and then you keep re-positioning the axis until the turning sprite mirrors EXACTLY as it does in-game.

DO NOT CROP THE SPRITE YET AT THIS POINT. Note down the axis, and add ALL OTHER sprites at that same axis. If your axis is 320,384, THEN YOU MUST ADD ALL OTHER SPRITES AT THE AXIS OF 320,384 UNLESS OTHERWISE NOTED (such as portions where the sprites would normally have been cut off).

This is 2011, you have no excuse to misalign an SFF for ANY reason, period.
Last Edit: December 15, 2011, 01:28:19 am by Jesuszilla
Re: Recommended threads
#11  August 29, 2014, 10:01:35 pm
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Re: Recommended threads
#12  November 20, 2016, 11:27:46 pm
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