maximilianjenus said, April 12, 2013, 04:14:00 pmWe actually got a green light at work to give develoopment time to semi-personal projects; they have to be profitable for the company, though ; it goes like profits are split 50/50 between the company and the people working on those projects, though I have no idea how a mugen clone would be profitable at all besides getting 1st world development costs back using kickstarter.Maybe such a game engine software could be sold for a small price via steam and directly like its done with the rpg maker?I have no clue about software development ..marketing and publishing though
humh.. rpg maker, i will check what's it's model, thanks.Bea said, April 12, 2013, 08:04:01 pmYou could write a commercial engine for people who want to make real fighting games.A mugen clone is not worth even effort of going through a brainstorm about it's basics. Many of it's designs are way too flawed and beyond repair.Starting fresh is definitely the best option.yeah, having it be compatible with mugen is not very optimal, unlike what we were doing with nekoconeko.
For those of you who want to get involved in development there is an open source fighting engine that has been in development for a couple years. Code is available and it is compatible with Mugen. He said he will be working on online as well. Author is constantly making updates.http://paintown.sourceforge.net/
You know what MUGEN could use?A tag team feature like the one found in the most recent fighting games like Mortal Kombat!
-Something that determines the time of a round, or how long an Arcade mode is.-A proper character unlocking system, like that of which MSM gives.-Something that sets the amount of rounds you could have (say a trigger that forces the amount of rounds of a particular character to be 1).-Something that toggles the vs. screen on/off for certain characters.-Something that toggles the "K.O.!", "Round 1!", etc. stuff on/off for certain characters.With this, you could do something clever with Arcade mode:You could've beaten Arcade in a pretty swift time, beaten the final boss and gotten to the "exit door" (which'd be another character, but it'd stay as a door that you walk through if you've beaten Arcade too slowly). The door disappears and something emerges from the background (the final FINAL boss) - you beat him/her/it, go through the actual door and the win screen shows.
QuoteWhat is Mugen Missing?not really missing, but it would be great if you could give the big char-portraits more than just the numbers 9000,1 and 9000,2. cause when you have more than two screenpacks with different portraits (let's say EVE, Warzone and NEXUS Reborn) you need at least two different char-folders (which can be easily bigger than 3 or 4 GB as you all know )
Gara said, April 23, 2013, 11:11:56 pmQuoteWhat is Mugen Missing?not really missing, but it would be great if you could give the big char-portraits more than just the numbers 9000,1 and 9000,2. cause when you have more than two screenpacks with different portraits (let's say EVE, Warzone and NEXUS Reborn) you need at least two different char-folders (which can be easily bigger than 3 or 4 GB as you all know )And that in your opinion is what "your" Mugen is missing . Are you suggesting portrait settings so that Portrait A appear in Screenpack A and Portrait B for screenpack B? All for the same character? sadly i agree but all you can do next is add a portrait next to the lifebars *if there small enough* but i don't see the use of having more portraits than what we have. Unless someone makes a screenpack where characters can have more supposedly. Some screenpacks got them large portraits some have small either way i know what your getting at and i've encountered this problem too.
WiCloud said, April 23, 2013, 11:35:27 pmAre you suggesting portrait settings so that Portrait A appear in Screenpack A and Portrait B for screenpack B? All for the same character? actually that was exactly what I meant. it's already possible, but only for two different char-portraits. you could much easier switch between screenpacks if you could have more big-port-numbers than that.
I was gonna suggest that there be a thread for screenpack portrait reservation slots, but there's just too many optional standards these days, many which conflict with other standards. Creators would be spending a shitload of time making stuff for a bunch of screenpacks they'll probably never use.
Jango Hakamichi said, April 23, 2013, 11:59:11 pmI was gonna suggest that there be a thread for screenpack portrait reservation slots, but there's just too many optional standards these days, many which conflict with other standards. Creators would be spending a shitload of time making stuff for a bunch of screenpacks they'll probably never use.and that's why i try finding a HUGE screenpack so that i can avoid this. my WinMugen's SP is about full but my Mugen 1.0 is fairly large and almost seemingly empty (i need to transfer characters lol)
We're missing Gurren Lagann (the robot), interactive stages, and customizable pre- and post-battle cutscenes.
WiCloud said, April 12, 2013, 07:24:25 pmInteractive stages the kind that can hurt the characters or respond to character motion such as a splash when walking in water. Destruct-able objects or characters in the background that act as obstacles to proceed.Do you mean something like the Death Match Mode in World Heroes 1 and 2 or the interactive backgrounds and power up items in Samurai Shodown and Gem Fighter? Those games were fun.WiCloud said, April 12, 2013, 07:24:25 pmTag System even though we have use of a tool to make this possible for Simul battles like 2v2 3v3 or 4v4 I believe people are possibly wanting more functions like use of combined hyper attacks that MVC does. Along with switching out partners in mid-battle *haven't been getting a great detail in this yet)I'd personally like to see plane shifting if its multiplayer tag like in Yuyu Hakusho for the genesis or Bleach Dark Souls in DS. I like that in Bleach Souls it can play like a beat em up when fighting one of the Hollows.
-Real 3D stages a la Killer Instinct 2.-3v4,1v4,2v4 battles like in Infinity Cat (MUGEN 4 PSP).-Better Sound Quality.-Online Match System with ID, Tournament and World Ranking.-Plataforming Stages a la Smash Bros.-Independent Bilinear filters for chars, stages, screenpack.-In build Tag system stxt, mvc1, mvc3.-Non stop turns fights with partners watching the action and reacting.-Last Man Standing, everybody vs everyone.-Last Boss 2v1 even if selected 2v2, like sfxt final Boss.-Unlock Chars system and Hiden Chars system like MK.-multi stages zones and levels like UMK3 and MKT.-SF4 and SFXT rival battle system.Thats all i can see that MUGEN is missing.
Another good point of OpenBOR which mugen could borrow: Alpha MaskingAllows complete freedom in determining the transparency for sprites. With alpha masking, each pixel of each frame of an animation can have its own alpha value from 0 (fully transparent) to 255 (fully opaque).[Sprite - Mask]Read more at: http://www.caskeys.com/arc/games/openbor/wiki/index.php?title=Alpha_MaskingMoving this topic to public section...