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Author Topic: New version of M.U.G.E.N. released... LATEST RELEASE RC5 on October 28  (Read 25378 times)
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« 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.
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« Reply #881 on: November 05, 2009, 04:56:02 PM / November 05, 2009, 06:56:02 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? Tongue
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« Reply #882 on: November 05, 2009, 04:58:32 PM / November 05, 2009, 05:58:32 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
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« Reply #883 on: November 06, 2009, 05:01:42 PM / November 07, 2009, 12:01:42 AM »

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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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« Reply #884 on: November 06, 2009, 11:43:20 PM / November 07, 2009, 12:43:20 AM »

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? Tongue
But that's why I don't use Mugen. Tongue
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« Reply #885 on: November 08, 2009, 06:15:12 AM / November 08, 2009, 07:15:12 PM »

Please don't make me program like in Java. Please just don't. Sad
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« Reply #886 on: November 08, 2009, 12:07:57 PM / November 08, 2009, 02:07:57 PM »

If they go too much into Java-likeness, people will drop MUGEN and program in Java. Tongue

A game engine is supposed to make things easier, not making you code an engine within the engine.
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« 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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« Reply #888 on: November 08, 2009, 01:07:42 PM / November 08, 2009, 03:07:42 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?
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« Reply #889 on: November 08, 2009, 01:15:50 PM »

The sctrl "Ailevel" dont work since RC4 version  

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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 » Logged

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« Reply #890 on: November 08, 2009, 08:18:57 PM / November 08, 2009, 10:18:57 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.

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« Reply #891 on: November 10, 2009, 12:51:06 AM / November 10, 2009, 01:51:06 AM »

If they go too much into Java-likeness, people will drop MUGEN and program in Java. Tongue

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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« Reply #892 on: Yesterday at 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...
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« Reply #893 on: Yesterday at 11:13:48 AM »

You can't. There's no tool that can open SFFv2 yet.
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« Reply #894 on: Yesterday at 11:18:27 AM »

yes there is
http://elecbyte.com/forum/index.php?topic=514.0
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« Reply #895 on: Yesterday at 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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« Reply #896 on: Yesterday at 12:45:00 PM »

you can use any text editor for that.
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« Reply #897 on: Yesterday at 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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« Reply #898 on: Yesterday at 12:48:02 PM »

Ok thanks guys/gals.
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