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Messages by kmvegas

    

Re: Some Advice For Newbies

 July 27, 2013, 03:26:52 pm View in topic context
 Posted by kmvegas  in Some Advice For Newbies (Started by kmvegas July 26, 2013, 05:00:28 pm
 Board: Introductions and Guides

Thanks everyone for the positive feedback on this!  Though it's in no way a comprehensive "getting started guide", I thought I'd toss it out here while having my morning coffee lol I remember discovering Game Maker when I was about 20 and after learning how to animate a sprite in a few hours, me and a buddy (who knew less of game development than I did) decided we'd make our own version of Double Dragon.  To this day, "Double Dragon GM", as we called it, still doesn't exist.  Took me years to realize what I was doing wrong.  I'd like to save allot of people from similar disappointment (and loss of credibility - I once announced a project with videos and a blog and everything, only to abruptly pull everything down when I realized I was over my head).

As Cyanide said, results can be good but require a level of dedication that many people don't realize.  I think more often than not, someone stumbles across M.U.G.E.N. and their eyes light up immediately, thinking sweet Jesus in the cornfield, I gotta crash course a tutorial so I can make "Super Hyper Street Fighter 2 Turbo X Champion Edition" but first I gotta introduce myself and announce it!  Sometimes I get the feeling when reading such things that the post itself is a brainstorming notepad and those wild ideas don't exist on paper or a text file anywhere else.  You have to take the time to learn to use the tools and accept the path of trial and error you're embarking on to bring your own ideas to reality.  It's entirely possible to realize your dreams if you start with the right mentality, a willingness to learn and be taught, and allot of patience.
    

Some Advice For Newbies

 July 26, 2013, 05:00:28 pm View in topic context
 Posted by kmvegas  in Some Advice For Newbies (Started by kmvegas July 26, 2013, 05:00:28 pm
 Board: Introductions and Guides

Hey, I just wanted to share a little bit of advice for those of you who are about to embark on your first M.U.G.E.N. projects and are about to start "the ultimate Street Fighter" or other "best (insert game title here) ever".  I've been around the hobbyist game development scene for over a decade and had my share of projects that start out small and soon spiral out of control with ambition before I've ever really learned what I'm doing.  I've seen it with myself and many others and it's a shame so many of these projects never happen after being announced to the masses.  You may have already announced your project and been met with the "believe it when I see it crowd".  They aren't just trying to be negative or crush your dream project.  They've been around and seen people and projects come and go.

If you want to be successful and get the most out of M.U.G.E.N. or Game Maker or whatever your tool of choice is, you have to learn to start small.  There's a learning curve and it's highly unlikely you'll develop the best project in the world while you're still reading tutorials.  I'm no expert, but as a casual M.U.G.E.N. user myself, here's some things I've learned so far.

  • Start by customizing a copy of M.U.G.E.N. on your computer that you have no intent of sharing.  It's just your sandbox to play in and tweak and that's what M.U.G.E.N. is really about.  Don't worry about impressing anyone, just go wild and have fun.  Download characters you want to add, don't worry about making them.
  • Eventually, you won't be able to resist getting under the hood and getting your hands dirty with making your first character or at least customizing one you downloaded.  TUTORIALS are your friend, and they are out there.  I started learning with a video series on YouTube.  Expect some frustration but don't let it discourage you.  This is the part where you find out if you have the time and patience to bring your own creations to light.
  • Ok... there's no stopping you.  You've learned all you can stand and you think "well the only way I can learn anymore is to try that dream project".  That's kinda where I am and it's a difficult place.  On one hand you think you're ready, on the other hand you find yourself needing to ask several questions a day in the forum, not that there's anything wrong with that.  So here's how I've chosen to deal with it.  I wanna do my own Mortal Kombat.  But the last thing I wanna do at this point is get on the forum and announce my hundred fighter roster with every fatality ever and such and such.  I've chosen to take it one character at a time and from the people that have been around here and know allot more than I do, that seems to be the way to go in this little hobby.  I figure I'll start by putting together a basic Johnny Cage and I expect to spend allot of time tweaking and perfecting him.
  • Last but not least, don't think you need to push yourself to say any character, stage, project, etc. is a hundred percent done - ever.  As the Street Fighter II series showed us, there's always room to further advance, tweak and balance.  I don't mean you need to make a Champion Edition, then a Turbo, then a Super, and a Hyper, and all that.  I mean what's going on under the hood.  Work toward that 1.0 version that's ready for prime time but embrace the idea of 1.1 and 1.2 and 2.0 and so forth.

I'm sure these things have been said before but it never hurts to hear it again from someone who's seen a few things.  How I've learned things isn't iron clad, it's just been my own path.  Veterans and others, please feel free to add your own advice to help the new guys get started without burying themselves into oblivion with that dream project they're gonna debut a week after they discover M.U.G.E.N.  Thanks for reading!
    

Re: Mugen Lifebar Tutorial

 March 05, 2013, 03:36:03 pm View in topic context
 Posted by kmvegas  in Mugen Lifebar Tutorial (Started by Ryon March 02, 2013, 02:03:07 pm
 Board: Tips, Tricks, Tutorials

How sweet it is lol Your video series is what got me learning MUGEN recently.  I been searching for tutorials on lifebars and would you looky here.  Will start after making my second cup of coffee for the morning :D
    

Re: Confusion over .act files and whether they're needed

 March 04, 2013, 02:59:18 pm View in topic context
 Posted by kmvegas  in Confusion over .act files and whether they're needed (Started by kmvegas March 03, 2013, 01:14:50 pm
 Board: M.U.G.E.N Development Help

the tutorial I went thru to learn chars had me save the sff as beta instead of 1.0... I'm assuming that's the option I'm looking for?

     Posted: March 04, 2013, 03:18:05 pm
Edit: Yep, that did it.  I saved it as 1.0 and it didn't work at first, then I opened it again and palettes were gone so I added my second palette back in and saved again, and the world turned once more lol
    

Re: Confusion over .act files and whether they're needed

 March 03, 2013, 08:01:04 pm View in topic context
 Posted by kmvegas  in Confusion over .act files and whether they're needed (Started by kmvegas March 03, 2013, 01:14:50 pm
 Board: M.U.G.E.N Development Help

I see.  So it does have to do with it not being an sff2 file... can FF3 save sff2 or do I need to just keep using .act files for palettes?
    

Confusion over .act files and whether they're needed

 March 03, 2013, 01:14:50 pm View in topic context
 Posted by kmvegas  in Confusion over .act files and whether they're needed (Started by kmvegas March 03, 2013, 01:14:50 pm
 Board: M.U.G.E.N Development Help

Not sure if this should go in here or Development Help, so if someone could clarify that for me, that'd be great lol My question is palette related.  I know how to make the palettes and whatnot.  I'm in Fighter Factory 3 where I have 3 color palettes numbered like "1,1" "1,2" and "1,3".  Buttons are set up to use different palettes but myself and the computer always end up with palette 1,1.  Now if I save the palettes to files and add
Code:
pal1=pal1.act
pal2=pal2.act
pal3=pal3.act

under [Files] in my .def, everything works fine.  Here's where I'm confused... the KFM that comes with Mugen 1.0 didn't have any act files that I could find, nor were any listed in his .def file.  I read somewhere that Fighter Factory only does SFF, not SFF2... does that have something to do with it?  If not, someone please explain what's going on :D
    

Re: Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE)

 February 28, 2013, 10:09:04 am View in topic context
 Posted by kmvegas  in Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE) (Started by shin. [OFWGKTA] July 07, 2007, 01:29:07 am
 Board: Introductions and Guides

Hello Mugen Guild, I'm KMVegas or Kyle, whichever you prefer.  I've been aware of MUGEN for like 10 years and it was very refreshing to see the 1.0 release.  So a couple years later I've decided to delve into it a bit and I'm currently doing a lengthy video tutorial series by Ryon.  So far, it hasn't been as complicated as I thought it would be.  I have experience in Game Maker (GML), VB.net and c# so I guess I'm no stranger to a little coding :D The hardest part for me was figuring out how to get PSP to retain the palette when I save my images... yeah yeah, I know... uncheck "optimized"!  I was tired, give me a break.  Anyhow, I'm about to start on... let's see... Part 4 - Basic Attacks (CNS, CMD, AIR).  Having fun so far and glad to finally step out of the shadows and see if this is a hobby I can spend some time on for awhile.