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Ars technica article (Read 1934 times)

Started by Iced, August 11, 2020, 05:32:14 PM
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Ars technica article
#1  August 11, 2020, 05:32:14 PM
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Re: Ars technica article
#2  August 11, 2020, 10:48:07 PM
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this really warmed my heart
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Re: Ars technica article
#3  August 12, 2020, 12:11:49 AM
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Re: Random Topic V10
#4  August 13, 2020, 07:00:28 AM
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Cool article. Is it true that MUGEN was going to be a Shooter game? Never knew about that.
Re: Re: Random Topic V10
#5  August 13, 2020, 07:08:28 AM
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Yup, it's mentioned in the readme.txt
Quote
Why M.U.G.E.N?
--------------

To tell you the truth, we were making a shooting game and all of a
sudden it turned into this.  Although we were making a shooting game
in the beginning, we noticed that there weren't any good commercial
fighting games on the PC at the time.  Some of the inspiration came
from early engines like SFIBM.
Re: Re: Random Topic V10
#6  August 13, 2020, 07:19:26 AM
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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.
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Re: Re: Random Topic V10
#7  August 13, 2020, 08:10:36 AM
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Indeed, very well written.

Spoiler: Off topic about... IGN, lol (click to see content)
Last Edit: August 13, 2020, 08:33:34 PM by DeathScythe
Re: Ars technica article
#8  August 13, 2020, 05:44:25 PM
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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...

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Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
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Re: Ars technica article
#9  August 14, 2020, 12:43:17 PM
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do mugen still has no scaling algorithm?
Re: Ars technica article
#10  August 14, 2020, 01:48:15 PM
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Define "scaling algorithm"
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Re: Ars technica article
#11  August 14, 2020, 04:42:13 PM
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antialiasing

used to be bilinear in winmugen era, do they have a better one? or none?
Re: Ars technica article
#12  August 14, 2020, 05:33:43 PM
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You can use shaders
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Re: Ars technica article
#13  August 14, 2020, 05:43:22 PM
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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.
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Re: Ars technica article
#14  August 15, 2020, 03:49:25 AM
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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  :mwhy:
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? 
Re: Ars technica article
#15  September 10, 2020, 08:50:39 PM
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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.