Ahah, the name of the admin of the site "taking back whats ours"Good news.QuoteElecbyte is back!Ten years on... MUGEN's still gaining popularity! There's enough stuff out there that I can literally sink an entire evening clicking around Nicodou and YouTube. It's tremendous to see how many characters, stages, motifs and entire innovative games continue to appear on the platform. I still occasionally get surprised at what people can hack out of an engine that was originally designed to match the capabilities from 2D fighters of the mid '90s.I find it cool that the word "MUGEN" has come to become synonymous with the notion of implausible matchups and wacky team combinations. At the same time, MUGEN has also become a new kind of platform for exhibiting art. Fan art can be brought to life in an environment where it can instantly interact seamlessly with hundreds of existing characters. Going beyond art and animation, original works can express themselves by bending (or wrangling) the basic rules of the engine.Looking back, it's a shame that the MUGEN engine project itself has been stalled for ages. Unfortunately it's tough for a scattered group to maintain a complex open-spec engine without making it your job. So a couple of us decided to do just that. Now, Elecbyte is back as a lean full-time studio, and of course we've made dusting off MUGEN our first project. So yeah, thanks to everyone else from the old team for letting us take over the name and the IP. And thanks to all our users who collectively gave the MUGEN scene a life of its own. When Skynet declares war on mankind, it may be animated sprites that come to exterminate us.Look for a new official M.U.G.E.N release with a few modern upgrades coming your way soon.-KFMGood times.
your also gonna have to change the palette map in the character def file if you want each palette to work
This reminds me of the SF4 announcement haha, made when no one had any hope left. And suddenly we need new tools, can't really check out the new SFF with the old ones.
Shit. I was about to call it a night, too... So far, everything's a-ok, as far as I know. Well, except for the fact that it doesn't apparently render tiled parallax floors. There goes my Fighters Megamix stages, as well as a few others. NEVER MIND JUST SAW CYANIDE'S POST. I think sffv2 might be the answer there.Some stages cause more lag than others, as well. More investigation after I do things like sleep and life.moar edits:New stage parameters? Interesting...these would explain why the stages I tested seemed cut-off at the top and bottom.Code: ;Number of pixels beyond the top and bottom of the screen that may ;be drawn. Overdraw specifies the how much can be seen during an ;EnvShake. Overdraw pixels will also be used when the screen aspect ;is taller than the stage aspect.overdrawhigh = 0overdrawlow = 0 ;Number of pixels into the top and bottom of the screen that may be ;cut from drawing when the screen aspect is shorter than the stage ;aspect. These parameters suggest a guideline, and the actual ;number of pixels cut depends on the difference in aspect.cuthigh = 35cutlow = 25I am excited yet angry that there's more things I have to consider while making stages! I AM A LAZY MAN AFTER ALL. Also:PotS said, September 22, 2009, 10:04:23 amAnd suddenly we need new tools, can't really check out the new SFF with the old ones.Agreed!even moar edits after reading the docs:SHIT. There's even more things I didn't catch for stages the first time around.
this new version looks pretty sweet may get back to coding just to see what this new baby is capable of
Native Winquotes?Storyboard features updated?!HOLY FUCKING SHITEDIT: Just finished testing it out. Seems that everything I put in still works. The default motif is really nice too. However, apparently the screenshot function doesn't work.
Well, just checked Ren Idagawa and apparently his hitstates don't work properly any more, so I had to update him to have the new standards from the new common1.cns. I imagine more characters will need this treatment.
Because you were overriding the hitstates, you mean ? I mean there would be no problem for those who don't, right ?
Too bad you cant really set P2 controls correctly (arrow keys)Only things i tested so far. Try more later.
So I guess SFIV made 2D fashionable again?QuoteWhen Skynet declares war on mankind, it may be animated sprites that come to exterminate us.LOL.
Byakko said, September 22, 2009, 11:15:34 amBecause you were overriding the hitstates, you mean ? I mean there would be no problem for those who don't, right ?WELL actually my common1.cns just had a few added states in for mobility, the hitstates were untouched. But yeah, after copy-pasting the new common1.cns in and adding in the extra states, he works fine.TIME TO TEST SCROOGE and I'm pretty sure he's going to be fucked upEDIT: Oddly enough he's fine, I just need to update the custom deathstate I put him in.
PotS said, September 22, 2009, 10:49:40 amAI trigger... So much for Winane's hard work... still... wow, interesting couple of days indeed...I'm still apprehensive about the posts there being signed "KFM" (and the http://www.elecbyte.com/contact.html page mentioned in the readme.txt not working doesn't help)... still, I'm curious to see how this turns out...I'm at work so I really can't test this... anyone notice of any bugs/oddities/typos from previous versions have been fixed, like DefenseMulSet?
The forum has a bug report section, so if it goes there you can probably expect it to be looked at next time.--http://www.elecbyte.com/mugendocs/sctrls.html#remappal
ai trigger is so fucking easyailevel > 0Instant AI check. We don't even need to waste a variable anymore. Not for any reason. You can even use that to upscale how difficult your AI is.Well you'd need a variable if you wanted more than 8 levels, but 8 should be enough for anyone.