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Re: Jack Turner β version from Art of Fighting 2 released

 December 21, 2024, 03:32:04 pm View in topic context
#1
 Posted by Momotaro  in Jack Turner β version from Art of Fighting 2 released (Started by adamskie December 21, 2024, 02:21:29 pm
 Board: Your Releases, 1.0+

One more classic great character by Adamskie.
Thanks for this release.

Keep it up!
    

ClayFighter's Bunny Attack: T-Hoppy released, Sarge updated!!

 December 21, 2024, 03:06:25 pm View in topic context
#2
 Posted by Basara Bogard  in ClayFighter's Bunny Attack: T-Hoppy released, Sarge updated!! (Started by Basara Bogard December 21, 2024, 03:06:25 pm
 Board: Your Releases, older Mugen


X-Mas is coming, but here you won't see something about Santa (or at least not by now with Sumo Santa XD). T-Hoppy was the only CF2 that returned into 63 1/3 and Sculptor's Cut and was one of the iconic character of these games. Personally he was one of my mains in 63 1/3 along with Earthworm Jim, Bad Mr. Frosty, Taffy and Boogerman, so it was a matter of time to concrete him for MUGEN and finally I could do it. So, after various months of work, here I got it... but since can't be alone, I also updated his CF2 rival with some updates necessary for him and now the 2 rabbits can fight into MUGEN to see which is the real Battle Bunny.
Here're the small list of features of both chars (new stuff on T-Hoppy, updates on Sarge):


  • Made accurate as possible to 63 1/3 as all my chars from that game
  • All command moves, throws, specials and supers are here
  • 12 palettes, 2 from N64 games and one referencing Sarge
  • Intros vs. Dr. Kiln and Sarge, of course
  • For time restraints, only has 1 Insane Combo and 1 Claytality, I hope to add the rest in future updates, sorry XD
  • As all my chars, made under WinMugen but compatible with 1.0+ (choose "t-hoppy-m1.def" and that's all)

  • Fixed the infinite on Air Flying Kick
  • Intro vs. T-Hoppy
  • Changed commands for supers to match their based specials
  • A new command move and a new line in winquotes (for "sarge-m1.def" of course)
Spoiler: And now, the screenshots (for T-Hoppy only) (click to see content)

I hope you like this double release, but as with CF1 Bad Mr. Frosty and Blob, these aren't the only surprises I got for you in these Holidays, so expect some more stuff very soon ;)

Your mother is a claymate!
Chars -> ClayFighter
    

Jack Turner β version from Art of Fighting 2 released

 December 21, 2024, 02:21:29 pm View in topic context
#3
 Posted by adamskie  in Jack Turner β version from Art of Fighting 2 released (Started by adamskie December 21, 2024, 02:21:29 pm
 Board: Your Releases, 1.0+

    

Re: Celebrating 25 years working with MUGEN!

 December 21, 2024, 02:01:45 pm View in topic context
#4
 Posted by i_oVo_i  in Celebrating 25 years working with MUGEN! (Started by O Ilusionista December 17, 2024, 10:17:40 pm
 Board: Your Releases, 1.0+

Congratz on the release Ilu, glad to see u still work on MUGEN after all these years. I got introduced to MUGEN in 2007 and ur Spec Ops stuff was one of the things that made me fall in love with MUGEN and its endless possibilities. Much respect and thank you for all the contributions you've made to this community.
    

Re: Why auto-ai exists?

 December 21, 2024, 12:02:06 pm View in topic context
#5
 Posted by Dai-Manji  in Why auto-ai exists? (Started by snowy997 December 21, 2024, 12:09:09 am
 Board: Off-Topic Help

Something that pisses me off is that in some characters (especially those made by japanese creators), there is a stupid auto-ai that prevents me from playing the character. I want to know, what's the purpose of this? What's the point of creating a whole character if you can't even play it? I understand that being done to boss characters, but still. Is the AI so strong it overtakes the player? I don't understand.

As someone who actively collects brutal and cheap AI characters, the thing to understand is that a lot of Japanese (and especially Chinese) creators focus more on the technicals of MUGEN, rather than the playability of characters.

This is often why there are entire channels which do nothing but showcase the destruction these characters can do. Keep in mind, these creators are known for their AI in most cases, and take a lot of pride in finding ways to optimize their characters to be as perfect as they can be.

The tournament scene on that side of the community is wild, especially when it comes to cheapie characters. At the end of the day, AUTO-AI mainly exists because the people that use it, are not creating characters with the goal of them being played, but instead to showcase their technical prowess and understanding of game mechanics and how to exploit them.

Prime examples of this are creations by Kotori, KEYSER, Phoenix Kaiser, 1zjxx, and others. These creators are known for their absolutely devastating AI, often outright breaking the game engine in order to win against other characters which you and I would normally lose against.


That said, most of them can have the AI turned off via a CONFIG file, but then there will be no button inputs coded for the character.
    

Kartara (The Passing) released New Kychiel

 December 21, 2024, 10:56:53 am View in topic context
#6
 Posted by Yagoshi300  in Kartara (The Passing) released New Kychiel (Started by Yagoshi300 December 21, 2024, 10:56:53 am
 Board: Found Releases 1.0+

    

Re: Why auto-ai exists?

 December 21, 2024, 09:45:14 am View in topic context
#7
avatar  Posted by Duos.act  in Why auto-ai exists? (Started by snowy997 December 21, 2024, 12:09:09 am
 Board: Off-Topic Help

I heard another reason Auto A.I. is generally a thing some creators do, because of AI tournaments. I heard a large chunk of Japanese creators take AI tournaments very seriously, and I can only assume tournament participating characters have Auto A.I. solely on to make sure they don't sandbag and lose the tournament. I assume those creators simply choose to take the Auto route instead of more complicated simultaneous Hard A.I. and human player systems.

Yeah, this is correct. 

AI tournaments are very popular with the Japanese community.  As I said earlier, some creators have config files that let you adjust the AI level, toggle AI only/human control and similar settings.  If you're familiar with Holn, his AI patches go the extra mile of letting you set frequencies for specific mechanics that a character might have.  For example, some of his Versus Series patches will perform touch of death or infinite combos if enabled.

If you download an AI patch and find it isn't to your liking for whatever reason, I suggest checking if there are any option or config files, you might be able to tweak it a little bit.
    

Re: Why auto-ai exists?

 December 21, 2024, 07:59:00 am View in topic context
#8
 Posted by MR. IBZS II  in Why auto-ai exists? (Started by snowy997 December 21, 2024, 12:09:09 am
 Board: Off-Topic Help

I heard another reason Auto A.I. is generally a thing some creators do, because of AI tournaments. I heard a large chunk of Japanese creators take AI tournaments very seriously, and I can only assume tournament participating characters have Auto A.I. solely on to make sure they don't sandbag and lose the tournament. I assume those creators simply choose to take the Auto route instead of more complicated simultaneous Hard A.I. and human player systems.
    

Re: Why auto-ai exists?

 December 21, 2024, 06:54:10 am View in topic context
#9
 Posted by beterhans  in Why auto-ai exists? (Started by snowy997 December 21, 2024, 12:09:09 am
 Board: Off-Topic Help

Something that pisses me off is that in some characters (especially those made by japanese creators), there is a stupid auto-ai that prevents me from playing the character. I want to know, what's the purpose of this? What's the point of creating a whole character if you can't even play it? I understand that being done to boss characters, but still. Is the AI so strong it overtakes the player? I don't understand.

There are multiple factors that cause this. As far as I understand, as a character author myself, I can try to explain my perspective.

1 Instead of creating a character to meet boss or market demand and exchange it for money, MUGEN characters are not something you can profit from even somebody willing to pay, its not enough to pay you bills. So why create them?
The only reason an author would put time and effort to exchange nothing, is to entertain themself. The author may not be a skilled player, but they can program AI to fight for them, and this has a lot of advantages. It’s like coding your own Pokémon and battling another author’s Pokémon.

2 Old versions of MUGEN don’t have a way to tell if a character is being controlled by a human or by AI. What does this mean?
If you're a coder, you write:

If human control => I do nothing
If AI control => I do something (like attacking when the opponent is near or far)

But in older versions of MUGEN, there’s no way to tell whether the character is controlled by a human or AI. The workaround to detect whether the character should be controlled by AI took time to activate. So, if you use the workaround that allows both human and AI control, there will be a delay in activating the AI, and the character might lose the round. To avoid this, authors may hard-code the AI to always be on, ensuring there’s no delay and less chance of losing a round.

imagine you put 6 month or years in your own character, only to see he or she is beaten by other player or other character. you won't like the feeling if you are not mentally prepared.

3 Many people still use older versions of MUGEN. Newer versions, like MUGEN 1.0, 1.1, or IKEMEN, officially have a way to determine if a character should be controlled by a human or AI. However, many authors still code in the old way and don’t use the new AILevel feature. This could be because they want backward compatibility or have other reasons.
    

Re: Lasombra's Releases - all in one place

 December 21, 2024, 03:18:35 am View in topic context
#10
 Posted by Fauxcry  in Lasombra's Releases - all in one place (Started by Lasombra Demon July 30, 2021, 09:27:39 pm
 Board: IKEMEN Releases

the attachedchar isn't going to get pushed back again after ikemen go 1.0?
    

Can You Win? - P.O.T.F. Battles

 December 21, 2024, 01:49:40 am View in topic context
#11
avatar  Posted by Ogre.  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: Cave Story Theatre

 December 21, 2024, 01:02:04 am View in topic context
#12
 Posted by Funk  in Cave Story Theatre (Started by ShiroTori December 21, 2024, 12:42:33 am
 Board: Your Releases, 1.0+

admins, make the cave story profiles happen.
    

Cave Story Theatre

 December 21, 2024, 12:42:33 am View in topic context
#13
 Posted by ShiroTori  in Cave Story Theatre (Started by ShiroTori December 21, 2024, 12:42:33 am
 Board: Your Releases, 1.0+

    

Re: Why auto-ai exists?

 December 21, 2024, 12:29:37 am View in topic context
#14
avatar  Posted by Duos.act  in Why auto-ai exists? (Started by snowy997 December 21, 2024, 12:09:09 am
 Board: Off-Topic Help

A lot of Japanese AI patches are made with watch mode in mind, not player use.  Some of them let you toggle it off in the config file but it's not a standard or anything.
    

Why auto-ai exists?

 December 21, 2024, 12:09:09 am View in topic context
#15
 Posted by snowy997  in Why auto-ai exists? (Started by snowy997 December 21, 2024, 12:09:09 am
 Board: Off-Topic Help

Something that pisses me off is that in some characters (especially those made by japanese creators), there is a stupid auto-ai that prevents me from playing the character. I want to know, what's the purpose of this? What's the point of creating a whole character if you can't even play it? I understand that being done to boss characters, but still. Is the AI so strong it overtakes the player? I don't understand.
    

Re: Kof 2003 Portrait project

 December 20, 2024, 10:46:28 pm View in topic context
#16
 Posted by franqiho  in Kof 2003 Portrait project (Started by Melcore March 11, 2014, 09:11:14 am
 Board: Sprite Projects

    

Re: Noonan's Bar Stage 1.1 & 1.0

 December 20, 2024, 10:41:10 pm View in topic context
#17
 Posted by Croix12  in Noonan's Bar Stage 1.1 & 1.0  (Started by MatreroG December 20, 2024, 08:15:15 pm
 Board: Your Releases, 1.0+

Awesome!
    

Re: Character of the Month: November 2024 Voting

 December 20, 2024, 09:09:52 pm View in topic context
#18
 Posted by WF4123  in Character of the Month: November 2024 Voting (Started by Lyrica December 19, 2024, 07:21:54 pm
 Board: M.U.G.E.N Discussion

Voted Stryker and KFM
    

Noonan's Bar Stage 1.1 & 1.0

 December 20, 2024, 08:15:15 pm View in topic context
#19
 Posted by MatreroG  in Noonan's Bar Stage 1.1 & 1.0  (Started by MatreroG December 20, 2024, 08:15:15 pm
 Board: Your Releases, 1.0+

    

Re: New Virtua Fighter Project Announced

 December 20, 2024, 06:41:02 pm View in topic context
#20
 Posted by snowy997  in New Virtua Fighter Project Announced (Started by GTOAkira December 13, 2024, 04:12:40 am
 Board: Fighting Games

please no

I think a story mode would betray the spirit of Virtua Fighter

uh... the thing i hate the most in VF is the abscence of a story mode/endings, i beat VF5 in a few minuted and aftwr that there was nothing else to do, i hate the fact that there are no endings, there is no incentive to play it in single-player, which is a shame because i like the gameplay

in that case, maybe Virtua Fighter just isn't the franchise for you then

being minimalistic in terms of story, to the point of having no character endings at all, is the entire point of Virtua Fighter having no in-game story: you weren't supposed to get story tidbits handed to you on a silver plate, you were supposed to dig deep for story details yourself...ya know, actually put in effort in your research

But for a single-player experience that's just bad design. I wouldn't buy a game for hundreds of dollars, to beat the game once with one character, and that's it. I don't have much people to play with, so it's pretty lame since when i beat the game once i beat the game with everyone else, and i don't give a damn to score/time attack.

I bet that isn't even design, it's just SEGA being lazy.