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Author Topic: Hi, everyone! I'm new here.  (Read 162 times)
The Devil - Type Unknown
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« on: October 28, 2009, 09:38:05 AM / October 28, 2009, 10:38:05 AM »

Hello, everyone! My name is The Devil - Type Unknown. And I have just now started my membership here at the Mugen Fighter's Guild forum, which means I'm not entirely sure where I should post the news that I'm making(or rather, TRYING to make) a game with Mugen. So please, go easy on me, because, like I said, this is my first time on this forum.
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« Reply #1 on: October 28, 2009, 06:01:56 PM / October 29, 2009, 12:01:56 AM »

Welcome, fellow newbie.

I have some advice for you. Don't just jump to a full game project. Do at least one character and one stage to get a feel for how coding for Mugen is like. Once you know the limits of the engine and have some experience, then you will be able to design a set of characters with the same base mechanics.

Once you get to work on the full game, the first thing to do is a design document. Have all your ideas laid out on paper in advance and take the time to plan everything in detail. It'll help you a lot.

Finally, don't make your game just a (insert name of game here) clone. In order to create interest, your game needs to bring something new to the table.

Best of luck to you.
« Last Edit: October 29, 2009, 01:26:28 PM by HeadShot » Logged
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« Reply #2 on: October 28, 2009, 06:14:33 PM »

Some wise advice there.
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The Devil - Type Unknown
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« Reply #3 on: October 29, 2009, 07:17:58 PM / October 29, 2009, 08:17:58 PM »

Welcome, fellow newbie.

I have some advice for you. Don't just jump to a full game project. Do at least one character and one stage to get a feel for how coding for Mugen is like. Once you know the limits of the engine and have some experience, then you will be able to design a set of characters with the same base mechanics.

Once you get to work on the full game, the first thing to do is a design document. Have all your ideas laid out on paper in advance and take the time to plan everything in detail. It'll help you a lot.

Finally, don't make your game just a (insert name of game here) clone. In order to create interest, your game needs to bring something new to the table.

Best of luck to you.

Well, I did manage to create a stage of my own just yesterday, and it's actually pretty good for a first effort.

As for the clone issue, would a House of the Dead-themed Mugen game(which is what I'm ultimately trying to do) be considered a clone game? Even though no one's ever done it before?
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« Reply #4 on: October 30, 2009, 02:41:41 AM / October 30, 2009, 08:41:41 AM »

As for the clone issue, would a House of the Dead-themed Mugen game(which is what I'm ultimately trying to do) be considered a clone game? Even though no one's ever done it before?
You're on the right track. I may not even know the mechanics of your game, but at least aesthetically, you sparked my interest. You chose something I wasn't expecting, and now I'm curious to see how you'll do it.
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The Devil - Type Unknown
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« Reply #5 on: November 03, 2009, 11:39:56 AM / November 03, 2009, 12:39:56 PM »

I'm glad to hear that I've sparked your interest, HeadShot! Smiley

Anyway, now that I've got all but one of the stages ready(I'm waiting for a confirmation email regarding the final one), where should I post the news about my project? And don't worry about me not having enough experience, I was able to make those stages very quickly and very easily.
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« Reply #6 on: November 03, 2009, 12:45:10 PM / November 03, 2009, 06:45:10 PM »

If you've got something to show already, there's an apropriately named Projects section.

If you don't have anything worth showing yet, you've got two options. Either wait till you have a bit more done and then post on Projects, or if you really have to post something right now, there's always Idea Engineering.
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