Author Topic: New version of M.U.G.E.N. released... LATEST RELEASE RC8 on July 5  (Read 56717 times)

Offline Iced

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #880 on: November 05, 2009, 04:28:52 PM »
some libraries that work on top of java to then link into a a graphical engine automatically while parsing the commands you are inputing would be easier to use than that tho.

Offline Lasombra Demon

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #881 on: November 05, 2009, 04:56:02 PM »
I am with Cybaster on this one. If someone wanted to do a hueg proj in a real programming language... why not doing just that? :P


Offline Shockdingo

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #882 on: November 05, 2009, 04:58:32 PM »
I wouldn't mind a change up of the CNS to allow for bigger and better things with the only catch being a minor refresher course in programming.  A huge overcomplicated-nightmare-overhaul though wouldn't be a good idea even if we could program pro-level chars.  It's all about balancing potential features with accessibility.  That's my $0.02 and pocket lint, though what do I know, I'm just a spriter lol

Offline Seravy

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #883 on: November 06, 2009, 05:01:42 PM »
Quote
However, creating functions with parameters, and invoking them, in order to reuse code easily, would indeed be a big plus, without overcomplicating things.


While it is a roundabout way, you can do that by using changestate and storing the state you want your function to return to after execution in a variable, plus the parameters in other variables, that way you could reuse code. It does have all effects a changestate has however, so you need to work around that by not using time triggers and removing stuff like anim = from the statedef.

I think CNS will be good enough for most everything if it gets at least the important missing features implemented which they want to do for 1.1. It seems like the new version they plan will be able to read and use CNS as well, so most of us can use CNS and only use the new language if we want to use a feature not possible in CNS.
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Offline Messatsu

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #884 on: November 06, 2009, 11:43:20 PM »
I am with Cybaster on this one. If someone wanted to do a hueg proj in a real programming language... why not doing just that? :P

But that's why I don't use Mugen. :P


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Online Mr. Scruffy Detective

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #885 on: November 08, 2009, 06:15:12 AM »
Please don't make me program like in Java. Please just don't. :(

Offline Lasombra Demon

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #886 on: November 08, 2009, 12:07:57 PM »
If they go too much into Java-likeness, people will drop MUGEN and program in Java. :P

A game engine is supposed to make things easier, not making you code an engine within the engine.


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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #887 on: November 08, 2009, 12:55:18 PM »
mugen's current CNS coding is pretty shit and unprofessional compared to real programming languages, and besides, real programming languages mean we would see higher quality characters and less crappy shinorochievil edits since a higher level of skill would be involved.


As much as I would like to see less crap edits flying around, one of the advertising points of Mugen is that anybody can jump in and learn and all of that shit - making it difficult means that the already somewhat-difficult process of creating a Mugen character will be too much so and be off-putting to would-be creators, leaving almost no new blood within the Mugen community, because it will be so damn hard.

Admittedly, I sorta learned most of what I know by just thinking about it (i.e, what existing Mugen functions and etc., could be used to achieve a certain result, testing them later in x or y character on my computer to see if my logic isn't a load of bullshit), but still - shit's hard as it is, don't make it harder.

Also, a palette changing sctrl means that someone can finally make a Gill that can be thrown correctly, since his flipped sprites are palette swaps of his normal ones, entirely eliminating the need to code them separately and instead use the palette swap sctrl in each state.
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Offline Lasombra Demon

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #888 on: November 08, 2009, 01:07:42 PM »
Another option would be to have support for BOTH types of code - a more 'advanced' and a beginner-friendly one. That would be bloating the engine too much, though.

Maybe having both as separate engines and having an option to 'compile' characters for mutual compatibility?


Offline MabsKMK

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #889 on: November 08, 2009, 01:15:50 PM »
The sctrl "Ailevel" dont work since RC4 version  --;

Quote
You have to change the mugenversion in the character's .def file. A character with an old mugenversion will crash if it tries to use some of the new stuff.

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« Last Edit: November 08, 2009, 01:29:09 PM by Mabs-KMK »
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Chars...Stages.........................................................[.mod]

Offline Tony 3rd

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #890 on: November 08, 2009, 08:18:57 PM »
Another option would be to have support for BOTH types of code - a more 'advanced' and a beginner-friendly one. That would be bloating the engine too much, though.

Maybe having both as separate engines and having an option to 'compile' characters for mutual compatibility?


Actually according to the blog, the plan is the have a kind of "legacy support" to CNS on 2.0.
CNS coded characters will still work on 2.0, you just won't see any kind of improvement or fixes on CNS related coding. all of that will be implemented on 1.0 RC Versions and 1.1 should be the last version focused on CNS.


Offline Messatsu

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #891 on: November 10, 2009, 12:51:06 AM »
If they go too much into Java-likeness, people will drop MUGEN and program in Java. :P

A game engine is supposed to make things easier, not making you code an engine within the engine.

Well think of it this way.  If you can build a sort of API from your Mugen functions, it's not only going to be easier, but it will also be more efficient.


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Offline ade2004

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #892 on: November 19, 2009, 11:09:13 AM »
How do I open the sff of the new stages? I get a stream read error with the old fighter factory and FFu says i can open chars only...

Offline Cyan Paul

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #893 on: November 19, 2009, 11:13:48 AM »
You can't. There's no tool that can open SFFv2 yet.
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Offline ade2004

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #895 on: November 19, 2009, 12:28:07 PM »
And that can be used for stage creation? In the screenshots I saw nothing about editing the def file...


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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #897 on: November 19, 2009, 12:45:43 PM »
open up the def file normally with a text editor, and open up and edit the sff with that program

edit - damn not fast enough posting my replies lately. 
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Offline ade2004

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #898 on: November 19, 2009, 12:48:02 PM »
Ok thanks guys/gals.

Offline DJ Track

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Re: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28
« Reply #899 on: December 02, 2009, 07:58:44 AM »
I also wonder another thing. Elecbyte's first idea was to make a shooter right? Than it turned out to Mugen like we know but, is the team just making a engine for us all?  If i would make a engine, i would make a game with it. Not just a engine to release it without even using all capacities i build into it. So the question is, will Elecbyte make a game also?