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The big "What does MUGEN need fixed or lack" thread 2017 edition (Read 26149 times)

Started by Just No Point, May 27, 2017, 01:27:52 am
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The big "What does MUGEN need fixed or lack" thread 2017 edition
#1  May 27, 2017, 01:27:52 am
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So what do you guys think MUGEN could use to aid in development? What is broken in general? What could be improved?

To name a few.
-Push boxes!
-The ability to declare a move is a cinematic to remove objects that shouldn't display during a cinematic that removes the BG
-Better Projectile systems that are more akin to helpers now
-Better helpers that don't activate 1 tic late
-Better communication between root, helpers/projectiles/and opponents
-Double redirection! (may not be needed with the above)
-The ability to know which sprites the opponent is accessing so you can use alt sprites for alt costumes and such

BTW this thread is being watched by @Achilleon: who is making a new Fighter creator template for Unreal
http://mugenguild.com/forum/topics/-project-unreal-fighter-2d-unreal-4-meets-mugen-update-03-05-2017-170837.0.html
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#2  May 27, 2017, 01:30:07 am
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A pallete system with Color Seperation being a normal feature that you can select.
Only needing to put the pallete on one sprite then having it automatically going onto every other sprite.
Or having it so it so you can choose from which sprite to which other sprite it goes onto. Like from 1,500 to 1,900 will all be affected or something.....that would probably be complicated but nice.
Edit: Oh and the abillity to have moving character sprites on the select screen like Xmen Vs Street Fighter.
Also tag being a built in mode that you can select next to Simul instead of it being one after the other.
Last Edit: May 27, 2017, 01:34:46 am by Memes never die
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#3  May 27, 2017, 01:32:38 am
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More BG controllers. Allow the stages to recognize the begining and end of rounds. Give them their own .snd files for sfx. 
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#4  May 27, 2017, 01:49:47 am
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I've always wanted a tag team mode akin to the MvC series, but I doubt that will ever happen any time soon.

For some reason, I've always wanted a Mugen All-star Mode to be a thing.
If there are any problems, let me know. I will try to fix them as soon as possible. I plan on making more stages, and eventually characters, down the line.
For more info, visit my website at https://sites.google.com/site/mugencloset/
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#5  May 27, 2017, 01:54:29 am
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If this is not still present in current builds:

Able to flag arcade matches--- Assigning hidden/secret boss fights with triggers that will detect how many times have you used SCA, HA, HP, HT to knock out your opponents before a certain number of match, etc.
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#6  May 27, 2017, 01:56:06 am
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Being able to exclude characters from appearing as opponents in Survival like you could with Arcade

Fix the DefenceMulSet controller

Maybe a better default A.I. if possible
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#7  May 27, 2017, 01:58:42 am
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What needs to be added?
-A way to check if enemy's state is an overhead or a standing low attack.
-A way to check if the enemy's attack puts the target into a custom state.
-A way to reflect projectiles.
-A way to label helpers as projectiles.
-A way to change get hit sprites so that the characters will not revert back to their default sprites after they transform or somehow change appearance.
-Various debuffs like poison and specials lock. It is possible to code a poison effect now, but many other things require modifying other characters.
Arcade mode customization would also be nice.
Last Edit: May 27, 2017, 02:06:10 am by Takehaya Susanoo
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#8  May 27, 2017, 01:58:53 am
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Yellow guard boxes like sf4, mugens guarddist parameter in the hitdef doesn't seem to work
Yet, it never did for me but I would like to let me enemy know what distance he should
Be from my attack to guard it instead of going straight into the guard state from half a
Screen away because he's walking back, mugen attack dist in the CNS portion where
You set head and mid pos seems to work how the guarddist should work but its for all
Attacks in general lame...
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#9  May 27, 2017, 02:02:53 am
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- True stage interaction
- Some more control over the select screen/versus screen; for instance: perhaps a way to natively allow the use of thumbnails for stage selection, or perhaps a stage selection screen that plays after the select screen; maybe some kind of optional menu that pops up after a character is selected, allowing the selection (and preview) of palettes, groove or mode selection, and the like (perhaps this would best be embedded within an individual character's code); animated portraits, sounds that play when a particular character is selected, etc.
- native support for superarmor
- a more natural way of handling special character deaths/fatalities/winposes (e.g., that Rolento winpose where he throws a grenade at the opponent and they get knocked slightly into the air by the explosion); all of which is possible currently, but doesn't seem particularly newbie friendly (and also it's super annoying to set up)
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#10  May 27, 2017, 02:29:37 am
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funny thing, I was making up a list compiling stuff that mugen needs to be fixed or lacks from pervous threads upon this subject matter. This is what I got so far, I'll put down some more from this thread as well and I didn't know someone was making a mugen clone with the unreal engine.

Spoiler, click to toggle visibilty

It's a shame elecbyte hasn't been active for the past few years (hope it isn't the whole ten year fiasco again)
Let me put it this way: BloodStorm is designed and programmed better than most characters in MUGEN. Let that sink in for a moment

Request thread/Edits thread
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#11  May 27, 2017, 03:03:40 am
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My everlasting wish: the ability to have background music change to special music if a certain character fights another certain character and also to tailor arcade mode to have specific sub bosses for each character
Now listen all you boys and girls,
All around the world,
Don't be afraid to get up and move!
You know that we're all Super Stars,
We're the ones that made it this far!
Put a smile on that face,
There's no time to waste,
Oh, let's do The Odyssey!
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#12  May 28, 2017, 05:26:22 am
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Have the latest mugen versions have the character select screen for strikers and groove select options? And also for  extra animations for background and foreground?
SILVER said:
Saberblade, you're so full of yourself. Your quotes in your signature are like a self circle jerk. Its sad that you put so much emphasis on what the stupid members here say.
Tuxedo Biccy said:
You shut your mouth, Sarblade, we can have truth and facts interrupting our dystopia fanfics. :P
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#13  May 28, 2017, 05:52:59 am
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be able to show portraits of all 4 fighters in simul at the select screen and the ability to trigger the victory quote of the fighter who won not just the "leader"
Beware the Dark Wolf once more!
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#14  May 28, 2017, 06:39:48 am
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The ability to implement rival matches by default
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#15  May 28, 2017, 12:41:57 pm
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Cheers for all the information friends. This thread will be used to determine what is there to add to Unreal Fighter 2D. I may not respond, but as JNP said, I am watching it closely. ^-^
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#16  May 28, 2017, 01:06:06 pm
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More control over sound for stages, dynamic zoom, not the static one between two vars. Support for all new renderers.

Proper 2 keyboard support for local play, but thats a windows thing.
Stuff like 3v3 4v4 etc, score system, a proper arcade intro, with a score system scrolling at the end of the demo.

Animated stage intros/ previews.
All in all these are just bells and whistles, but still cool.

When you switch to a char lets say in a 2v2 or a 3v3 tag match his theme kicks in.

Multiple arcade options by that lets say you have 50 POTS chars 50 KOF chars, selecting a kof char, you'll play a kof arcade mode

Achilleon, if possible a universal drag and drop interface, for stages, arcade ladder, stuff like that. Something like Vselect for chars.

Back to mugen, if they dont plan to update it, just make it open source and the community will keep it alive ffs.
Last Edit: May 28, 2017, 01:30:40 pm by PeXXeR
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#17  May 28, 2017, 01:49:04 pm
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here nobody mention yet:
video support so it doesn't eat ram
64bit exe so it doesn't crash caused by lack vram
32 bit png palette editor
dx11 or dx12 mode better support for reshade on older gpu ,opengl is buggy slow in win8,win10 on my laptop
7zip support for char,stage,screenpack to save space
easy to hide character from selectscreen,
prevent the char not play in survival mode
unlocked character
char with interactive stage always play in his stage when in demo mode and never clash with other char with interactive stage
easy animated portrait
stage preview thumbnail generator in selectscreen
http://signavatar.com/32255_s.gif

please visit my request thread. here
bad grammar is art
Last Edit: May 28, 2017, 01:54:52 pm by yaminogun
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#18  May 28, 2017, 03:37:54 pm
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1. Remappal for stage elements.
2. freqmul functionality restored.
3. namable variables/arrays.
4. wild cards for string triggers.
a current example, p2name = "18" || "Android 18" || "C-18" || "C18".
a wildcard example, p2name="%18".
5. DEFs capable of defining multiple SFF/SNDs the idea is so character from a given creator can access a common or base set of sounds with the primary SND defined, then the second SND listed could be voice SND. So JPN/ENG/etc voices could be seperated out with out having all the hit/special sounds in both of them. The second SND could also override the first SND in that if the first SND has a sound effect 41,0, and the second SND has sound 41,0, then the first SND is overidden by the second, so 41,0 plays the sound from the second file. The idea is to reduce the size of characters with multiple soundpacks, and also to allow creators their own personal commonSNDs. For SFFs the same logic applies, I could have one commonSFF for my character that just has FX sprites, then another that has character sprites and FX overrides if needed. If it's possible to tie the secondary SFF(s) to palette mappings on character load, then that could solve the custom throw/alt costume issues as well by having 2 sffs, might not be sensible for transformations though as unloading/loading an sff midmatch sounds like a bad idea(would cause short hangs i'd imagine).
6. fully integrated lua support
7. char unlocking (though i can write a seperate exe for this too if I really needed it)
8. Interpolate CLSN/or the ability to somehow rotate a clsn to be more than just a standard rectangle (would allow me to throw away my entire line draw/WxH intersect project)
9. better trigger redirection, would love to able to check specifically enemy helpers for a specific var for collision detection/energy attack struggles(or clashes whatever they are called)

I can probably post more whenever I'm back in town maybe mid-week. Of course I'll probably forget by then!
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#19  May 29, 2017, 08:11:42 pm
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In-Game sprite cropping as seen here


in MUGEN that move is gonna be trickier to visually replicate.

it's because they are already content with what they have done, mugen is not a paying job so as long as the charcter works for a creator that's enough; one's persons crouching while running is another person's change it to pots style.
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#20  May 29, 2017, 08:14:09 pm
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An in game training feature that doesn't rely on a single character.
Someone who would be willing to put the changes in mentioned in the thread...(an impossibility I know)
A music selector.
Edit: Saw Achilleon's new comment and I must say that you doing this is pretty cool finally Mugen can get an update in some form. I'll likely download any new stuff for that version of Mugen while keeping my current version....too many characters to just delete ya know. Anyways good luck with your project and all that.
Last Edit: May 29, 2017, 08:34:43 pm by Memes never die
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#21  May 29, 2017, 08:28:57 pm
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An in game training feature that doesn't rely on a single character.
Someone who would be willing to put the changes in mentioned in the thread...(an impossibility I know)
A music selector.

Whole purpose is to keep a big list of what people desire to have (some are really personal-specific that would only benefit them, but some are really good) so I can implement them soon or later.

So this isn't a "wish list". More like a "to do in future" list for me.
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#22  May 29, 2017, 09:05:49 pm
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In-game transformations would be nice, but the small thing I really want is to be able to put different characters in the same character select slot. As in selecting one character with a normal buttonpress and an entirely different character by holding start and pressing something.
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#23  May 29, 2017, 09:14:33 pm
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In-game transformations would be nice, but the small thing I really want is to be able to put different characters in the same character select slot. As in selecting one character with a normal buttonpress and an entirely different character by holding start and pressing something.

Just going to answer this because I assume this is one of the biggest features that mugen lacks.
In Unreal Fighter 2D, changing the character to another runtime is already possible;

Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#24  May 31, 2017, 12:58:36 am
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Unique winposes after doing a specific move that don't require me to spawn a helper to do the winpose while I make the parent go invisible, forcing me to override every command to disable movement so that my character goes idle but doesn't read inputs.
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#25  June 01, 2017, 07:14:52 pm
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GGPO implementation would be sick!
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#26  June 01, 2017, 08:11:03 pm
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An online multiplayer mode but it can temporarily download the opponent's characters/stages if they don't have it, and something to make sure if they are exactly the same, so the mugen doesn't have to download it.
Also as i recall mugen doesn't show the CPU victory screen if you lose in arcade mode, so it needs that
You know what i'm gonna do now?
no?
Well too bad I don't know either.
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#27  June 02, 2017, 05:37:22 am
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Unique winposes after doing a specific move that don't require me to spawn a helper to do the winpose while I make the parent go invisible, forcing me to override every command to disable movement so that my character goes idle but doesn't read inputs.
See what I did for Jailbot when he defeats opponent via Arcade Hyper... a CtrlSet controller in State 0 that toggles Ctrl ON for just 1 tick every 60 ticks.  It's not the 100% perfect solution but it gets the job done without too much hassle.

Came in here to say: There needs to be a trigger to identify a character's local coordinate space.

*EDIT* It would also be nice if players with Physics = A (Air) or N (None) were unaffected by the movement of stages that bob up and down.

Last Edit: June 09, 2017, 03:58:48 pm by altoiddealer
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#28  June 09, 2017, 02:49:28 am
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What needs to be added?
-A way to check if enemy's state is an overhead or a standing low attack.
-A way to check if the enemy's attack puts the target into a custom state.
-A way to reflect projectiles.
-A way to label helpers as projectiles.
-A way to change get hit sprites so that the characters will not revert back to their default sprites after they transform or somehow change appearance.
-Various debuffs like poison and specials lock. It is possible to code a poison effect now, but many other things require modifying other characters.
Arcade mode customization would also be nice.

I think it's possible to lock specials.
Goanimate is my favorite anime.

ink

Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#29  June 10, 2017, 08:41:21 pm
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Probably not as needed as some of these other things but I can't imaging it being as difficult to include since the data is already there.

It would be awesome if the total or average height and width of hitboxs/hurtboxs for each frame could be accessed. This would be great for AI and I'm sure other things too. Currently our AI is only really looking at the characters feet(axis). I know that there are some ways to help this in MUGEN that aren't 100% but why not correct it if possible.

Outside of making it a new standard to include a width and height average for every animation in a universal var for characters to access while cpu controlled, I think having it as a new feature would be great. plus, all that goes out the window if hitboxs/hurtboxs doesn't start at the axis....

That ties into this request as well. Make p2bodydist Y work, currently it's the same as p2dist Y as far as I can tell.

Last Edit: June 10, 2017, 08:45:29 pm by ink
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#30  June 10, 2017, 09:27:39 pm
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That effect in Reiji's cape? Basically the cape has a scrolling image that moves independently of the sprite animations, and the cape itself acts as a selection area showing what can be shown. Would be pretty useful for characters that transport enemies to other locations for a move.

ink

Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#31  June 10, 2017, 10:09:42 pm
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^^
Masking would be awesome! A looped animation only shows up in an area of the sprite with a specific color, the rest doesn't appear at all. It'd be great because the animation wouldn't get interrupted from one move to another.
Last Edit: June 10, 2017, 10:20:08 pm by ink
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#32  June 10, 2017, 10:52:17 pm
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Unique winposes after doing a specific move that don't require me to spawn a helper to do the winpose while I make the parent go invisible, forcing me to override every command to disable movement so that my character goes idle but doesn't read inputs.
See what I did for Jailbot when he defeats opponent via Arcade Hyper... a CtrlSet controller in State 0 that toggles Ctrl ON for just 1 tick every 60 ticks.  It's not the 100% perfect solution but it gets the job done without too much hassle.

Came in here to say: There needs to be a trigger to identify a character's local coordinate space.

*EDIT* It would also be nice if players with Physics = A (Air) or N (None) were unaffected by the movement of stages that bob up and down.

Stage is a separate Entity from players so a moving stage would not effect a character in air etc. Funny enough, I didn't implement the "affect movement of players in ground if stage moves in x direction", that would only take my minutes to implement though. We will eventually get there.

I didn't understand the local coordinate space trigger though.

Probably not as needed as some of these other things but I can't imaging it being as difficult to include since the data is already there.

It would be awesome if the total or average height and width of hitboxs/hurtboxs for each frame could be accessed. This would be great for AI and I'm sure other things too. Currently our AI is only really looking at the characters feet(axis). I know that there are some ways to help this in MUGEN that aren't 100% but why not correct it if possible.

Outside of making it a new standard to include a width and height average for every animation in a universal var for characters to access while cpu controlled, I think having it as a new feature would be great. plus, all that goes out the window if hitboxs/hurtboxs doesn't start at the axis....

That ties into this request as well. Make p2bodydist Y work, currently it's the same as p2dist Y as far as I can tell.
While AI in Unreal is an entirely different story (and madness), what you are suggesting is already doable. Aslo Y Bodydists are all separate, editable runtime etc.



That effect in Reiji's cape? Basically the cape has a scrolling image that moves independently of the sprite animations, and the cape itself acts as a selection area showing what can be shown. Would be pretty useful for characters that transport enemies to other locations for a move.

This is ofcourse possible in Unreal's material system. No need to even discuss it.

I am still noting everyone's opinions by the way. I am just not chatty because of the work I am doing so excuse me.
Last Edit: June 10, 2017, 10:58:56 pm by Achilleon
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#33  June 12, 2017, 07:20:12 am
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Local coord space is something added in 1.0 and up.

A localcoord of 320 is standard res (it doesn't give a shit about 240 in there, that bit does nothing) then there is 640 and 720. All of these affect the characters explod positioning and velocities. A way to detect your opponents localcoord could be beneficial for custom states and the like.

Rootvarset
rootvaradd

Sometimes i have also wanted a "detect who has you as a target" trigger, although this would be possible via multiple redirects.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#34  June 12, 2017, 03:10:51 pm
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Easy-to-use tag systems, option for animated continue screens, easier character creation that uses slots for templates or various styles...
Slow and steady wins the race, but there is a darkness... growing inside of me...

And if you provoke it...

I will slay you all.
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#35  June 12, 2017, 04:04:42 pm
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Stage is a separate Entity from players so a moving stage would not effect a character in air etc. Funny enough, I didn't implement the "affect movement of players in ground if stage moves in x direction", that would only take my minutes to implement though. We will eventually get there.
There's a number of stages where the floor (and players) bob up and down.  It doesn't matter what Physics / StateType you use, the player moves with the floor.
See this video I posted awhile back - I could not get the players to just freeze position in the air.  I eventually came up with a workaround, but it's certainly not the ideal solution... a constant VelSet controller with value calculated from current screen pos.  Using PosSet in the same manner actually causes bad graphic glitching that I was surprised was minimized drastically using VelSet instead.

I didn't understand the local coordinate space trigger though
Most characters are low res, but there are also high res characters.  There is no way to detect if the enemy is low or high res --- any and all values that could possibly hint at it are automatically scaled to the coordinate space being played in.  There are probably other reasons this would be useful, but the one that irked me was that I wanted to use P2's sprites in a custom state, using Explod... actually to solve the issue above (Explods do not get affected by stages that move up and down).  The only snag is that for some reason player Explods in a custom state do not get scaled to the game's coordinate space - they can appear 2X larger or 2X smaller depending.  There is no way to detect it assign a proper scale value.

Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#36  June 12, 2017, 05:22:41 pm
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I feel like this is the only thing I can think of atm:

Allowing multi-button mapping. Not sure what is the right term for this, but essentially make It so one Button can be 3 punches, or 2 kicks, kick+punch, etc. Of course to make It more optimal It would have to have more button commands than It does now.

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Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#37  June 12, 2017, 06:57:32 pm
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I feel like this is the only thing I can think of atm:

Allowing multi-button mapping. Not sure what is the right term for this, but essentially make It so one Button can be 3 punches, or 2 kicks, kick+punch, etc. Of course to make It more optimal It would have to have more button commands than It does now.
Pretty sure this is already possible

Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#38  June 20, 2017, 08:02:29 pm
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MUGEN needs a lot of things, let's go over some basic stuff that I think it should have first and foremost, before I get to the nitty gritty

Basics:
- A juggle system that properly works. I am well aware you can make a custom one and I highly encourage that anyways, but the stock juggle system should work as intended as well. Juggle points are only added upon hard fall which is incredibly problematic, it should either be specifiable or just add them indiscriminately upon the instance in which Player 2 is hit out of the air.
- Width boxes. What the hell is a width box, you may ask? In many fighting games, these are important as they handle the interaction of "pushing" between players. MUGEN handles this width solely with its clsn2, which is not just lazy, it is also detrimental. Let's look at Super Turbo Dictator, in the image embed provided:

Now, we all know the blue = hittable and red = attack, but let's take a deep look at that green and how it affects this move. That green box is the width box. This move is Dictator's prime crossup in ST, and it is incredibly tricky. Due to the wackiness of its width box, it allows him to effectively 50/50 and fakeout his crossups, making this move incredibly hard to block and deal with. Replicating this in MUGEN with proper CLSN2 would be needlessly difficult even with proper height checks.
- Crossup pushback functionality proper, preferably with a crossup pushback modifier in the hitdef. Some fighting games handle crossups differently than SF2 did. In SF2 crossups still pulled the opponent towards the player, but in say, Karnov's Revenge, Marstorius's crossups sent them away relative to where he was, rather than sucking them in. A way to define this without having to use a facing ifelse in the hitvelocities would be very nice.
- Command buffering bugfixes, and proper buffering options. I think people have gone into enough detail on this in other threads, I recommend looking at anything Vans has written on it.

Now, as for advanced stuff:
- Hitbox flags/tags. This would allow for accurate hitstates (low, mid, high) ala SF2, but also tagging Clsn1 would allow you to track and assign different properties to moves based on range that isn't arbitrarily defined by P2BodyDist!
- Being able to pick between multiple types of Shadow displays rather than the one MUGEN has alone would be a cool extra, too!
- Proper throw boxes. Honestly having to specify bodydist is annoying, why not cut the middleman out (if the other creator so chooses, at least.) I'd say make these optional as part of MUGEN's draw is that it is beginner friendly.

This is all I can think of at the moment.

But are there truly grown men in this world?!
Last Edit: June 20, 2017, 08:06:22 pm by Killer Kong
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#39  June 20, 2017, 08:37:06 pm
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I think it's possible to lock specials.

Not for the enemy. There is nothing that marks a state as a normal, special or hyper, so, you can do that only in full game enviroments.

There is one more thing MUGEN needs as far as aesthetics go - graphic distortion. Some examples of that in fighting games:
-DIO's The World time stop in that one JoJo game inverts background inside its effect until it covers the whole screen.
-Azrael's Growler Field in BlazBlue distorts graphics overlapping with his aura in a certain pattern.
-When Hibiki performs the finishing blow during his Astral Heat, the screen and the enemy are split into 4 parts which slide off before shattering.
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#40  June 25, 2017, 10:41:01 am
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the ability to play a video cutscene during arcade mode/story mode.


For example before you fight ( insert char name here ) vs(  char on the 9th order of character list . blah, blah, blah. ) it plays a cutscene of (insert quick video here)....then you get to the intro on a specific stage that you set normally in mugen.

you would be able to easily enhance story/ arcade mode with that.
im not sure if mugen currently supports video cutscenes in arcade/ story mode. (if there is a way please enlighten me.)

^^
i hope that unreal engine supports mugen workfiles!
probably hell no but how hard would it be to code for unreal engine anyway?
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Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#41  July 03, 2017, 11:02:44 am
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Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#42  July 03, 2017, 12:11:50 pm
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Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#43  July 27, 2017, 07:52:22 am
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ability to fight a lonely character with higher than average health during team arcade
i.e. orochi iori/leona from kof97, kusanagi from kof2k3 or the final boss from any other kof or cyber-akuma from mvssf
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Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#44  July 27, 2017, 02:29:42 pm
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ability to fight a lonely character with higher than average health during team arcade
i.e. orochi iori/leona from kof97, kusanagi from kof2k3 or the final boss from any other kof or cyber-akuma from mvssf

I am still following this thread to let everyone know.

Also boss characters are something I am interested to work on so will keep this in mind.
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#45  August 01, 2017, 03:42:25 am
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Better helper detection. Ishelper is barely useful. Like helperId should be a thing for easier reference. I shouldn't have to define a null sctrl to make my own with  15 triggers lol
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Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#46  August 07, 2017, 12:36:04 am
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Spoiler: A lot of this was probably already said, but: (click to see content)
1 LU: 10/17/16
2 LU: 1/12/18 (minor update)
3 LU: 05/26/17
4 LU: 7/16/17
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#47  August 07, 2017, 02:42:02 pm
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A Pause/training options menu similar to KOFNC


Yes we can achieve this with alot of custom statedef-2/-3 & common.cns patching but it would be nice to have such functions by default without the need to do our own custom states/patches etc
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#48  August 08, 2017, 12:20:02 am
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Simply getting up after losing a round like in KI or Darkstalkers would be pretty neat. Maybe changing lifebar colors afterward, as well.
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Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#49  August 08, 2017, 12:45:24 am
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A ladder screen.

A default VS Styled tag-team mode without coding the characters or patching these.

A default pause mode menu with more options and customizable without coding the common and statedef -2.

A option to choose only the tag-team mode or only the single mode during character select screen.

And.. A "Perfect" text message default. This includes also a "You win", "You lose", "Draw Game" snd

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Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#50  August 08, 2017, 03:09:50 am
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- Animated parallax.  In MUGEN, you can set the type to anim or parallax, but not both.

This is technically possible by having as many Parallax elements as there are frames in the animation and having each one show/hide in sequence via BG controllers, but I agree that something more efficient would be far better.
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Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#51  August 08, 2017, 09:14:03 am
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Idk if this has been suggested but, perhaps dipswitches? I remember fondly fuckin with em in 3S OE, some of them were stupid fun. Having that as an option would be a nice touch
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#52  August 22, 2017, 07:37:33 pm
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1. Stage interactions: for instance Battle Monsters characters should be able to leap on platforms of the stage to jump.
2. Stage: stage should change appearance for every round good example of games that implement this is KOF.
3. Stage Interactions:  If the stage is a water-based stage then it should clearly have to splash similar to Ikemen, If the stage has sand then each time a character drops on the floor you should hear the sand sound and lastly stages with metal flooring should also have metal sounds when characters drop on the floor.
4. An easy way to implement character specific quotes.
5.KOF chars with helpers in the background of the stage should have a defeated pose after losing a round in team battle.
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#53  November 17, 2017, 11:10:45 pm
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 Options After a Match in Versus Mode. Return to main menu, Char select or rematch.
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#54  November 18, 2017, 12:43:05 am
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well, everything i miss is already said.
since i don't have any knowledge at character codes i will stand on other things.
here goes:

score system
after match menu
pause menu with maybe move list, restart, exit, etc....
more BGCTRLs
animated screen transitions
scrolling character select system (like in killer instinct)
animated portraits or a way to use the stand animation as portrait

improbable dream things:
Spoiler, click to toggle visibilty

well thats what came to my mind in the moment
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#55  November 18, 2017, 04:11:46 am
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well, everything i miss is already said.
since i don't have any knowledge at character codes i will stand on other things.
here goes:

score system
after match menu
pause menu with maybe move list, restart, exit, etc....
more BGCTRLs
animated screen transitions
scrolling character select system (like in killer instinct)
animated portraits or a way to use the stand animation as portrait

improbable dream things:
Spoiler, click to toggle visibilty

well thats what came to my mind in the moment

Some of your dream things are what I desire aswell.

Thanks to everyone once again, just letting you all know that I am keeping an eye on this thread. ^-^
Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#56  November 18, 2017, 04:45:46 am
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These are things I've dreamed of with Mugen.

- Built inn Tag-Team.
- A Pause menu, with or without movelist. (Don't know how difficult that would be.)
- Able to have this "unlocking" either stages or characters as an option, so you feel like you fight for a reason, and getting rewarded.

These things would indeed make the whole "experience" truly amazing.
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Re: The big "What does MUGEN need fixed or lack" thread 2017 edition
#57  November 21, 2017, 07:19:45 am
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custom state bugs and infinite loop animations/state

most importantly newer Arc systems characters