Posted by NecusX
in A few questions about what defines a compilation or fullgame (Started by NecusX February 20, 2021, 06:01:50 pm
Board: M.U.G.E.N Discussion
Board: M.U.G.E.N Discussion
Very much like what bannana said though I can define said terminology
Compilation:
A mugen roster with other people's characters, stages, screenpack, etc packaged up in a mugen "game" of sorts. Usually they have a theme to them that imply that said characters have some consistency with each other even if gameplay wise they can differ. Which even if they say that they are emulating the same style, said coding style of each of the authors can show in gameplay. Most of the time how mugen is set up is pretty surface level in terms of being a full game such as having characters show up right in the order in the select def, being assigned to the right stage, etc.
Fullgame:
A mugen roster with characters, stages, screenpack, etc that have been made in mind for the purposes of balance, consistency, gameplay, story, etc. Now a fullgame can have others peoples characters put into them but they tend to be heavily edited to where they at least in gameplay terms fit in with the rest of the roster to a tee, if not extending further with their gfx. Since spriting is a more arduous task sometimes than coding. Though in terms of making mugen into a game comparable to a commercial fighter like Teenage Mutant Ninja Turtles X Justice League requires a ton workarounds if you want more out of it than just what mugen provides stock. Which is one of the reasons/use cases why Ikemen GO plus exists other than mugen online lol, though ikemen originally started out as that and this is before we had parsec.
The line can sometimes blur between something being a compilation or a fullgame but I think it comes down to consistency, intent, and opinion sometimes.
May you elaborate on the " said coding style of each of the authors can show in gameplay." with some examples?