Hello everyone.A few months back Ars Technica interviewed a few of the more active members on the community for details on how we got where we are and how the Mugen community come to be.https://arstechnica.com/gaming/2020/08/how-the-mugen-community-built-the-ultimate-fighting-game-crossover/Here is the article. I hope you all enjoy it and I thank you for being part of the community.
Iced said, August 11, 2020, 05:32:14 pmHello everyone.A few months back Ars Technica interviewed a few of the more active members on the community for details on how we got where we are and how the Mugen community come to be.https://arstechnica.com/gaming/2020/08/how-the-mugen-community-built-the-ultimate-fighting-game-crossover/Here is the article. I hope you all enjoy it and I thank you for being part of the community.I'm gonna check this for sure. I'm glad to still on this community.
Yup, it's mentioned in the readme.txtQuoteWhy M.U.G.E.N?--------------To tell you the truth, we were making a shooting game and all of asudden it turned into this. Although we were making a shooting gamein the beginning, we noticed that there weren't any good commercialfighting games on the PC at the time. Some of the inspiration camefrom early engines like SFIBM.
A shoot em up IIRC, not a shooter.and yeah, it's a good article with lots of details. Ironically enough, this site is not really about gaming, its a general Tech and news site. IGN or Gamespot would probably find MUGEN boring and not clickbaity enough. Thats why I frequent it, no clickbait and its writers put alot of effort into their articles.
Indeed, very well written.Spoiler: Off topic about... IGN, lol (click to see content)I don't know if you guys know, "IGN Brasil" a while ago took some guy's videos from youtube and reposted on their channel without even contacting or crediting him. It was MK11 cutscenes but replacing the characters faces with famous actors using deepfake, you probably saw it somewhere. The guy then contacted them and they took the videos down. But ugh... I didn't like IGN before and now I dislike them even more.
That was cool. Too bad they didn't go into the aesthetics of mugen. Stages. Screenpacks and such. Mugen is cool not only because you can have ridiculous matchups, but you can also have them in ridiculous places. Oh well...guess mugen really is all about the characters in the end...
Default for indexed sprites is nearest neighbour. Fullscreen stretch and 32-bit sprite scaling are handled by the GPU, which is generally going to be bicubic or bilinear.
man... I'm out of contact with latest mugen version. so basically low res olf KoF style sprites is going to be either pixelated (nearest neighbor) or blurry (bicubic, bilinear) on modern screen size is there possibility to render it with 2xsai or something like that? sorry, it has been a decade since last time I work something on mugen character, I hope I can ask a simple question here, if I were to redraw my sprites, what is the currently suggested character height (in pixel) to look good and blend right in with most characters of this era?
Bump here, but I'm put off by the lack of Shiyo's Babel Sword being mentioned. That was a full on shmup-mix which went past the limitations for sure.