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Evolving MUGEN (Read 35667 times)

Started by artistropeadope, November 29, 2014, 09:51:34 pm
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Re: Evolving MUGEN
#21  November 30, 2014, 07:01:49 pm
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Evolving MUGEN
#22  November 30, 2014, 07:05:18 pm
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Mugen can't evolve until Elecbyte comes back and gets their shit together.  In the meantime the community is doing the best it can by making it hold Eviolite.
Re: Evolving MUGEN
#23  November 30, 2014, 07:08:14 pm
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Also, sprites should be at least on par with guilty gear before being considered serious. Let me know what you guys think.

lmao

companies cant even find spriters to do cvs level, and you act as if somehow the engine controls the sprite quality.
You want to self ban people from doing things for the engine unless they are GG level? Good luck with having nothing at all.


Online match making would be interesting, you could get the characters you fight against be saved to a tempfolder, so you could move them to your main folder and minimize redownloading if facing the person again. It could perform a checksum to see if any files were changed.
Re: Evolving MUGEN
#24  November 30, 2014, 07:09:18 pm
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lel.
I think the only H-Character I ever got was that Black Raiya edit and she had a super that forced the foe to suck her cock while classical music played.
Re: Evolving MUGEN
#25  November 30, 2014, 07:11:49 pm
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You know the reason why M.U.G.E.N isn't evolving is because Elecbyte's community is using the Everstone so that's why they weren't making any progress.
Re: Evolving MUGEN
#26  November 30, 2014, 07:16:49 pm
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Re: Evolving MUGEN
#27  November 30, 2014, 07:34:25 pm
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Some people just have no clue how much work it is to animate /sprite /code a character. I guess he meant GGX Standard even.

What I would like to see in the "Mugenworld" would be bigger collaborations of people to get something together, but yes..that can be difficult of course.
Re: Evolving MUGEN
#28  November 30, 2014, 07:42:18 pm
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Some people just have no clue how much work it is to animate /sprite /code a character.

I don't know, he was spriting some characters too (Final Fantasy 7 characters in HR and some original ones), but he didn't progress about those ones.
Re: Evolving MUGEN
#29  November 30, 2014, 07:52:54 pm
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If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Evolving MUGEN
#30  November 30, 2014, 09:17:15 pm
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Guys, he said that the sprites had to be as good as Guilty Gear's to be taken seriously.
He means the original Guilty Gear, not X/XX.
Re: Evolving MUGEN
#31  November 30, 2014, 09:29:28 pm
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That's good. They were really low quality.
Re: Evolving MUGEN
#32  November 30, 2014, 09:37:41 pm
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Re: Evolving MUGEN
#33  November 30, 2014, 09:45:25 pm
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Re: Evolving MUGEN
#34  November 30, 2014, 10:06:17 pm
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Next, challenge it to a fight with it's rival.
Re: Evolving MUGEN
#35  November 30, 2014, 10:14:23 pm
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then wala, your mugen evolved into a mugen with online mode and tag.

i'm going to go kill myself now.
You know what i'm gonna do now?
no?
Well too bad I don't know either.
Re: Evolving MUGEN
#36  November 30, 2014, 10:27:44 pm
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...But your Mugen won't evolve!
Re: Evolving MUGEN
#37  November 30, 2014, 10:37:33 pm
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#Rare candies, you scrubs.
Re: Evolving MUGEN
#38  December 01, 2014, 12:43:59 am
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I want to say something, but I prefer to wait artistropeadope writes here again and don't think about this is just another flamebait thread made by a "troll"
Re: Evolving MUGEN
#39  December 01, 2014, 02:13:43 am
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Being a bit ignorant about this doesn't mean being a troll. He also shared his tastes about sprites. But he expects a bit too much from the community, like Byakko/DKDC said.

I just hope he comes back to clarify everything, as I can see now he had posted this and didn't log in after that.
Re: Evolving MUGEN
#40  December 01, 2014, 02:35:58 am
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I'd like better handling of pushboxes. Either make them a new type of CLSN that is defined with every frame of animation (that's basically what commercial games do) or give us a height SCTRL that acts like the width one but for the top and bottom of the box. Get rid of the hardcoded feature where vulnerability boxes factor into the pushbox equation. Make it solely about the pushboxes.

More control over ground-based hit reels would be nice too. Be able to specify your own friction or deceleration parameter, much like how you can specify a gravity parameter (yaccel) for midair hit reels.

RootVarSet and RootVarAdd SCTRLs. More control over the juggle point feature, such as triggers that check the current value and SCTRLs that can change the value.