Here are some of the useful discussions that have showed up on this section along the years, they should offer some insight on (sometimes advanced) development of Mugen content.Like everything in this board, you're free to reply to these old threads if you feel like you can add something useful to them, or if you have a question that can potentially expand the topic.About clsn boxes in stand and crouch gethitsAbout Super.TargetDefenceMulAccuracy VS CompatibilityAccurate hit velocities?Adaptative A.I. for mugen...AI Coding Tips, Suggestions, etcAttack prioritiesClsn standards that ought to be followed?Color separation methods/tipsCustom State DetectionDissidia & Crisis core Model ViewerFile size vs ProcessingIf I wanted to get into MUGEN development. What should I start with?Kingdom Hearts Model ViewerLet's have a KoF features discussionNumber of simultaneous helpers allowed for stable gameplay?Projectile reflection: new projectile vs ReversalDefRipping values with frame skip/turbo games... (I need to reply to this...)SFF load timesThe Importance of Accuracy in Mugen???The Unrealized(?) Benefits of Using common1.cns for full game-ish featuresWhy Automatic Clsn tools are bad
include mugen discussion threads here too, they also have interesting treads. development and mugen disscussion often overlaps
This is pretty useful tag-theory stuff. You may want to add it. It all is pretty related in content.What's needed to be able to develop a simple tag team systemFullgame coding guide for undocumented and non-commonly known problemsVery strange problem with Enemy,command="..."
Actually, I find it strange that stickied tutorials aren't listed as recommended threads, right? The topic I listed seems to fit more into this list than any other sticky there, though, considering it lists a ton of med-to-advanced stuff.
PotS, how do to increase the level of AI in a character? My feeling is every character you have made a fairly good level AI...Spoiler: (click to see content)This means every character homemade play, he's smart to read his opponent's movements...
gonna bump this up to say that for the ideas on CLSNs in those old threads, dear god do not listen to a single damn word I said because I was wrong back thenmy advice: study CLSNs from KoF and Capcom games. BlazBlue is a terrible example because they look like auto-CLSN, completely ignore those.In fact, my advice for anything is to study actual games. This is 2011. We have ArtMoney tables flying all over the place. You really have no excuse at this point, so study, think about what's happening, THEN ask questions to confirm your suspicions.With regards to sprites (because some people STILL MANAGE TO GET THIS WRONG):For uncropped rips: add the first sprite, align it to where the axis is proper. If you cannot tell where the axis is in-game because there is no way to look at it, then use the mirror test. The way you go about this is you have the character turn in-game (MAKE SURE THE CAMERA DOES NOT MOVE TO THE LEFT OR RIGHT, SO DO THIS IN A CORNER FOR BEST RESULTS), and then you keep re-positioning the axis until the turning sprite mirrors EXACTLY as it does in-game.DO NOT CROP THE SPRITE YET AT THIS POINT. Note down the axis, and add ALL OTHER sprites at that same axis. If your axis is 320,384, THEN YOU MUST ADD ALL OTHER SPRITES AT THE AXIS OF 320,384 UNLESS OTHERWISE NOTED (such as portions where the sprites would normally have been cut off).This is 2011, you have no excuse to misalign an SFF for ANY reason, period.
Not a thread, but a nice resource (Japanese) for some MUGEN file formats. Even contains some code samples!https://sites.google.com/site/chiku2gonzalez/mugenReally helped me out a lot with LZ5 compression!