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Evolving MUGEN (Read 5801 times)

Started by delete my account, November 29, 2014, 09:51:34 pm
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#61  December 15, 2014, 05:37:28 am
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Re: Evolving MUGEN
#62  December 15, 2014, 05:44:00 am
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Don't make multiple posts, if you want to quote multiple people then use the insert quote feature in the advanced posting window. I placed your posts in the first one you made.
Re: Evolving MUGEN
#63  December 15, 2014, 05:46:50 am
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Mid-fight cutscenes is a god awful idea, but something like SVC/KOF13 pre fight conversations would be great.  You can already do them but only in the form of being coded like actual intros.
Re: Evolving MUGEN
#64  December 15, 2014, 05:53:10 am
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serious means compatible with difficult to draw chars like ryu,terry & sol badguy.  Akuma vs 8bit megaman is not serious because its a smooth drawing vs pixels. hope this helpzzz

I don't think MUGEN was meant to be "compatible" in the sense you're mentioning it, even when you fight "serious" chars against other "serious" chars you're gonna have a sprite discrepancy, which would disrupt the "seriousness".

Also:

Don't make multiple posts, if you want to quote multiple people then use the insert quote feature in the advanced posting window. I placed your posts in the first one you made.
Re: Evolving MUGEN
#65  December 15, 2014, 06:09:33 am
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If you're smart enough to code then I think you should be smart enough to not to double triple post... twice.
pls
Re: Evolving MUGEN
#66  December 15, 2014, 06:10:14 am
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Don't make multiple posts, if you want to quote multiple people then use the insert quote feature in the advanced posting window. I placed your posts in the first one you made.

Re: Evolving MUGEN
#67  December 15, 2014, 06:10:27 am
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I'd say that usually it isn't hard to remember commands at all, but considering that Mugen has like a million alternate versions of every character yeah.  In fact that could be a perimeter set by the creator, like win quotes are.
Re: Evolving MUGEN
#68  December 15, 2014, 06:23:31 am
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well, aren't your answers negative & useless. its proven through coding of individual characters that mugen possibilities are endless. do you choose to ignore reuben kee's revolutionary AI work on evil ken&ryu? or his amazing slowmo coding for dragon claw? do you acknowledge broly's self-sustained cutscenes during battle? are you aware that no one uses asymmetrical programming even though its right in front of us? have you seen mugen sidescrolling? Duckhunt?Tag teaming? Electobyte isn't responsible for any of that. Large sprites aren't retarded either nice guy. as time passes, sprites grow. playing mugen with 8bit sprites is "retarded" if anything. I am creating an entire roster of serious asymmetrical, MVC styled, GG sized chars as I type to you. I also planned to integrate every feasible idea the mugen community feeds me. my work is on youtube. sure, these things "can already be done." but are they being promoted &/or consistently utilized? instead of shutting down these talented creators' ideas (including mine), give positive feedback so we can properly move MUGEN forward.

how droll. 8bit style sprites are "non-serious" or "retarded" because of the art style? what backwards ass rock did you pull that notion from under and how can we put it back?

the fact that all these incredible things are feasible means they are implemented, which means mUGEN has already moved forward to the point that you want it to go. after that it comes down to preference. nobody is obligated to do the shit reu, pots or whoever else you are praising did. everyone works to their preferences and innovates in their own way. theres no set standard for innovation, and good things can come from 8 bit/whatever the fuck style spritework.

MUGEN will never "move forward" if people like you with closeminded purviews of what people should be playing are allowed to take the reigns. and congrats on all these accomplishments and goals you have, but until we see final work most will probably take it with a grain of salt. with your attitude, i dont fault them for it

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Re: Evolving MUGEN
#69  December 15, 2014, 06:57:08 am
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Personally, I think the asymmetrical programming from Gill of SF3 should've been the standard for modern day mugen chars since his release.

Why? Most characters aren't asymmetrical. Why would you waste time making something standard that's only going to apply to a few characters?

a few chars? I have an entire roster of self-made asymmetrical chars. this is like saying why did reuben kee waste time creating dragonclaw? chill[/spoiler]

So why should it be standard? Because you're doing it? Asking for something to be standard means everybody should be using this code. What use does someone making, say, a Sol Badguy need for asymmetrical coding? What use does Dragon Claw have for asymmetrical coding?
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Re: Evolving MUGEN
#70  December 15, 2014, 01:46:55 pm
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How many 8-bit characters have you seen? 90% of the characters released use 16-bit sprites or higher. MVC, CVS and KoF are all examples this. Also, the size of the sprite doesn't always depict the bit-description of it. This is all your personal preference and pushing it on others isn't going to be evolving anything.

Quote
environmental hazards has to be possible but I haven't seen it yet
This is possible already as well. Electr0 is responsible for making a few packs of interactive stages. However, you should know, many, myself included, are discouraged with the way that mugen "allows" you to do these things. In this case, they have to be coded into the characters. Super custom life-bars also have to be coded into the characters. Tag teams need to be coded into the characters. Because of this, no one is going to be relying on these methods as it takes lots of manual work to even have a controlled roster with all those features. It's just not worth it in the end unless you're making a full game. Things like stage-interactivity should be available to code within stages first and characters second. Seeing how this isn't something that you have any control over, DKDC's post holds truth.

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Re: Evolving MUGEN
#71  December 15, 2014, 01:53:28 pm
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I once created a double sided K' for mugen. Custom states fucked me over even in a fullgame environment with stuff that range from animations taking the wrong "animation side" during the first element of an animation all the way to both hitdef enemy facing and changestate facing parameters fucking the entire animation for no reason because MUGEN.

...Never again I said and ditched the entire thing and reused the second side sprites for his EX mode :P
pls
Re: Evolving MUGEN
#72  December 15, 2014, 03:42:40 pm
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I once created a double sided K' for mugen. Custom states fucked me over even in a fullgame environment with stuff that range from animations taking the wrong "animation side" during the first element of an animation all the way to both hitdef enemy facing and changestate facing parameters fucking the entire animation for no reason because MUGEN.

...Never again I said and ditched the entire thing and reused the second side sprites for his EX mode :P

I know your pain, dude. I have Sai for my game NZCR and he's got one sleeve longer than the other. In my case, I just compromised. It's not worth the stress, lol. XD

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Re: Evolving MUGEN
#73  December 17, 2014, 08:04:13 pm
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How many 8-bit characters have you seen? 90% of the characters released use 16-bit sprites or higher. MVC, CVS and KoF are all examples this. Also, the size of the sprite doesn't always depict the bit-description of it. This is all your personal preference and pushing it on others isn't going to be evolving anything.

Quote
environmental hazards has to be possible but I haven't seen it yet
This is possible already as well. Electr0 is responsible for making a few packs of interactive stages. However, you should know, many, myself included, are discouraged with the way that mugen "allows" you to do these things. In this case, they have to be coded into the characters. Super custom life-bars also have to be coded into the characters. Tag teams need to be coded into the characters. Because of this, no one is going to be relying on these methods as it takes lots of manual work to even have a controlled roster with all those features. It's just not worth it in the end unless you're making a full game. Things like stage-interactivity should be available to code within stages first and characters second. Seeing how this isn't something that you have any control over, DKDC's post holds truth.

Hard work pays off. I have ridiculously complex chars waiting to be tested & assure you there's no limit to what MUGEN "allows". I'm also getting disrespectful comments from people who appear to have been doing this for a while but are clearly limited artistically & mentally. ill try to push MUGEN forward through my little website. at least this way i wont have to worry about strangers attacking my opinions. you all have an idea of what ill be releasing from my previous post & I appreciate the awesome advice. use this discussion to build each other.peace

ps: forgot about Electr0 stages,he's the shit.hahaha
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Re: Evolving MUGEN
#74  December 17, 2014, 08:04:57 pm
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okay, have fun, we wont miss you.
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Put this on the profile of people who are known/wanted terrorists
that were involved in the September 11th attacks in 2001
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Re: Evolving MUGEN
#75  December 17, 2014, 08:22:16 pm
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Hard work pays off. I have ridiculously complex chars waiting to be tested & assure you there's no limit to what MUGEN "allows". I'm also getting disrespectful comments from people who appear to have been doing this for a while but are clearly limited artistically & mentally. ill try to push MUGEN forward through my little website. at least this way i wont have to worry about strangers attacking my opinions. you all have an idea of what ill be releasing from my previous post & I appreciate the awesome advice. use this discussion to build each other.peace

ps: forgot about Electr0 stages,he's the shit.hahaha
Well, yes, in most cases, hard work does pay off, however people do this for a hobby. Nothing is more frustrating than realizing that you can't do something or have to jump through hoops to do something that's seemingly simple, all because the original developers didn't implement it naturally. These are basic things we'd expect from a fighting game engine. In my opinion, that's taking a step backward in the evolutionary chain, which leads to the conclusion that since we can't expand upon the engine itself, there's nothing we can do to evolve it more. That's not to say that implementing these features in your characters is discouraged, but that it "shouldn't" be necessary. The community really does welcome creativity of all kinds, believe it or not.

P.S.
There will be people who disagree with your opinions (generally speaking) no matter where you go. It's all about how you handle it. You can get offended and lash back or take it with a grain of salt and provide a valid rebuttal. It's up to you.

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Re: Evolving MUGEN
#76  December 17, 2014, 08:27:03 pm
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mugen is a hammer, and it's lacking the little bit on the back that is used to take nails out. someguys use mugen as a paper weight and it being a hamemr it works, other guys use it as a screwdriver which requires a lot of work, but hey, more power to them, and some guys get pissed off because when they want to use it as a proper hammer to take some nails out, it's lacking the bit and they have to do a lot of extra work.
Re: Evolving MUGEN
#77  December 17, 2014, 08:30:47 pm
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mugen is a hammer, and it's lacking the little bit on the back that is used to take nails out. someguys use mugen as a paper weight and it being a hamemr it works, other guys use it as a screwdriver which requires a lot of work, but hey, more power to them, and some guys get pissed off because when they want to use it as a proper hammer to take some nails out, it's lacking the bit and they have to do a lot of extra work.

Those countless bloody fingernails! The horror, lol. Excellent analogy, by the way.

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Re: Evolving MUGEN
#78  December 17, 2014, 08:37:51 pm
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I'm also getting disrespectful comments from people who appear to have been doing this for a while but are clearly limited artistically & mentally. ill try to push MUGEN forward through my little website. at least this way i wont have to worry about strangers attacking my opinions.
I don't think you should hide behind a site where people can't attack you for your opinions though because that just shows you know they're weak. In the end opinions are just opinions and to anyone else they're probably wrong because they hold different opinions. If you really believed in your ideals then you would take the heat and defend them no matter how wrong people say you are, but if you hide in a place where people can't attack your opinions, then you might as well not have any faith in them.

im buggin out man
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Re: Evolving MUGEN
#79  December 17, 2014, 08:47:23 pm
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That'd be true if we actually had a say in Mugen's evolution. We don't. We can post on elecbyte's forum, but if there's something that really can't be done right now AND Elecbyte just won't fix it because reasons, you're still shit out of luck in spite of any ideals of a perfect world.
The only thing we can discuss is community standards, but history shows that there simply isn't enough people who follow them for it to make any sort of difference, even on forums with an active community that actually bothers to try and set up some new standards. So in practice, the best you can hope to do is a full game for yourself where you're the one who can make sure everything works the way you want it. ... That also almost never happens (proportionally speaking).
I meant more from the developer's design choices, not necessarily our own as mugen devs/users. You're right though. Even in full games, you still may not to have everything you want due to engine limitations, especially in the screenpack department of things.

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Re: Evolving MUGEN
#80  December 17, 2014, 08:49:08 pm
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Sorry, I deleted that post because I figured it didn't add that much of interest.
(but don't let that stop you from responding anyway)
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