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Competitive Mugen Project (Read 13012 times)

Started by Bluekuma, October 01, 2019, 03:50:28 am
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Re: Competitive Mugen Project
#21  October 01, 2019, 06:44:34 pm
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Not really,

In MVC games and mugen chars in general,

can only chain attacks If movecontact=1 ,
in other words, if a character wiffs a hit,
they are bound to end the hit animation before enetring a nwe one, and usually hit animations have a non active time to recover to an iddle state,
so you can punish them during that time before they can do another hit
Jesus loves you
Re: Competitive Mugen Project
#22  October 01, 2019, 07:42:24 pm
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  • Competitive MUGEN when?
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Have you tried some of Mark85's edits? He nerfed/tweaked a few like Falcon's Mature and R@ce's Marco.
WIP Schedule:
Most likely my next full-game
Re: Competitive Mugen Project
#23  October 01, 2019, 07:54:46 pm
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More POTS? We have a lot already. POTS is already highly common and popular lol
UMT Season #2 - 2nd Place
UMT Season #3 - 1st Place
CvS2 vs POTS Season #1 - 1st Place
NorCal Crab Battle CvS2 - 2nd Place
Re: Competitive Mugen Project
#24  October 01, 2019, 07:59:21 pm
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Re: Competitive Mugen Project
#25  October 01, 2019, 08:48:59 pm
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Hey, this isn't really a project until you're showing something you made so I'm gonna move it out of here
Nevermind, there's nothing I can do
Bet your life there's something killing you
It's a shame we have to die, my dear
No one's getting out of here alive
This time
What a way to go, but have no fear
No one's getting out of here alive
This time
It's a shame we have to disappear
No one's getting out of here alive
This time, this time, this time
Re: Competitive Mugen Project
#26  October 01, 2019, 09:07:43 pm
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Re: Competitive Mugen Project
#27  October 01, 2019, 10:53:09 pm
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Just made another poll if the game should be an anime fighter, I'm more interested in that than to figure out authors
Re: Competitive Mugen Project
#28  October 01, 2019, 11:28:52 pm
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Been playing this with my friends for years at this point.
Everything has been balanced to the best of my ability and fun factor ofc, even all my stage bounds are equal to make sure no one has an advantage when starting a match.
Not to mention I have made over 300 ports for the screenpack.
A couple of chars were edited like Haohmaru,Ryu and I forgot who else. Changing the normals to be closer to CVS and more that I have forgot about.
Adding the explod buffer to Ryu was the start for me  gonna do this for the rest of the cast.
Been fine tuning it for 2 years in my spare time when I can. also been providing a shitton of feedback to the char creators here on the forum and behind the scenes on PMs and discord.

There are still chars that do not fit like Lei-lei somewhat but are fun to use and is made by POTS and I let her slide if I was to go all out though she wont make it.
Also  a fair bit of chars I think can be re-coded or to at least give them CSLN overhaul.
I feel  Jman/DW/Karma is a good base to start from and go from there.

Mugen is open, unless all the talented people here in the forum set a SET of rules on what chars should have or don't  have it wont be 100% perfect. On the other hand people just like to make the chars THEY want to make and could not care about competitive mugen which is a fair point and no one is obliged to balance their stuff at all.
Don't forget this was made by fans in their spare time with lots of passion.
Again, if you use it as a template to start your own thing, I feel DW/Jman/Karma is a great place to start.
Heck  the above mentioned can probably do this on their own if they had the  spare time. They have proved that they have the knowledge and skill to pull it off.

The Z2 crew is a prime example of this, that I feel will also make a good base for anything in mugen.
Last Edit: October 02, 2019, 12:01:50 am by PeXXeR
Re: Competitive Mugen Project
#29  October 02, 2019, 04:23:11 am
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Infinite, Race, Falcon Rapper etc characters simply put are not built the same as traditional pots style characters. they aren't something you can just "tweak" and throw in and expect to have a cohesive "competitive" roster. Beyond frame data and velocities and all that shit, there is just basic design choices that would give them unfair advantages. Like the addition of mvc like chains, random moves like fireballs, and instant cancellable supers off every normal or special. Not to mention the cornucopia of bugs that they have. In fact throwing all these "traditional" characters together themselves won't be cohesive considering PoTS own works had drastic changes in quality later on.

If you wanted a "cohesive" roster what you would need to do is make a fullgame. That means building all these characters from scratch to have a competitively balanced and viable system. If you can't do that. Your best bet is to just use only one set of characters by one author.

Or you can wait a couple years for when Jmorphman's fullgame is finally a thing.



I respect the idea of building characters from scratch, but that was not my intentions.  My intentions are  is to make a balanced mugen game with tons of balance adjustments to characters and good viability. I want to set a standard for competitive mugen and set off an example.

a standard for something like this is hard to achieve without coming up with a uniform system and "rules" all characters must follow- as mentioned this becomes dicey when ulling from various sources because people code things different.

youve been all over the place, idk where anime comes in here, cause its a whole different ballgame when you consider anime encapsulates many diff styles.

i question the long term viability of competitive mugen simply because the engine itself is outdated and the biggest advancements have come in the form of entirely different engines (the ikemen forks) and unofficial plugins (mugenhook)
Re: Competitive Mugen Project
#30  October 02, 2019, 04:50:09 am
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Infinite, Race, Falcon Rapper etc characters simply put are not built the same as traditional pots style characters. they aren't something you can just "tweak" and throw in and expect to have a cohesive "competitive" roster. Beyond frame data and velocities and all that shit, there is just basic design choices that would give them unfair advantages. Like the addition of mvc like chains, random moves like fireballs, and instant cancellable supers off every normal or special. Not to mention the cornucopia of bugs that they have. In fact throwing all these "traditional" characters together themselves won't be cohesive considering PoTS own works had drastic changes in quality later on.

If you wanted a "cohesive" roster what you would need to do is make a fullgame. That means building all these characters from scratch to have a competitively balanced and viable system. If you can't do that. Your best bet is to just use only one set of characters by one author.

Or you can wait a couple years for when Jmorphman's fullgame is finally a thing.



I respect the idea of building characters from scratch, but that was not my intentions.  My intentions are  is to make a balanced mugen game with tons of balance adjustments to characters and good viability. I want to set a standard for competitive mugen and set off an example.

a standard for something like this is hard to achieve without coming up with a uniform system and "rules" all characters must follow- as mentioned this becomes dicey when ulling from various sources because people code things different.

youve been all over the place, idk where anime comes in here, cause its a whole different ballgame when you consider anime encapsulates many diff styles.

i question the long term viability of competitive mugen simply because the engine itself is outdated and the biggest advancements have come in the form of entirely different engines (the ikemen forks) and unofficial plugins (mugenhook)

it was people wanting to have an anime fighter, so that's why I made a poll about that. sorry for the inconsistency with the thread. So far most want POT'S anyways so I'll cut straight to the point. The Roster is going to be 30 characters, All have the same style (POT'S not SVK), generally going to use few authors I think spent tons of effort on their work. My biggest concern is stages tbh, idk what to use when it comes to a viable stage. Next thing is going to make my own colors, adjustments, and balance changes. I know it will be a challenge, but I will try my best and keep y'all updated.
Re: Competitive Mugen Project
#31  October 03, 2019, 01:14:34 am
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So far I picked all of deathsycthe characters,strider by dw, and Guile by Jmorphman. They will be my starting cast and be the lab rats.

EDIT
Iori from CharmaKhalmeleon is another character
Last Edit: October 03, 2019, 02:25:33 am by Carlosman668
Re: Competitive Mugen Project
#32  October 03, 2019, 01:19:54 am
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strider by divinewolf is probably a bad fit for that group
Re: Competitive Mugen Project
#33  October 03, 2019, 01:53:39 am
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strider by divinewolf is probably a bad fit for that group

I want to challenge myself with Strider tbh, He's one of my favorite characters of all time and I think I could pull it off. Plus I already made a few colors that look dope asf. If it doesn't work out, I'll replace Strider.
Last Edit: October 03, 2019, 02:06:18 am by Carlosman668
Re: Competitive Mugen Project
#34  October 03, 2019, 01:58:56 am
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Been playing this with my friends for years at this point.
Everything has been balanced to the best of my ability and fun factor ofc, even all my stage bounds are equal to make sure no one has an advantage when starting a match.
Not to mention I have made over 300 ports for the screenpack.
A couple of chars were edited like Haohmaru,Ryu and I forgot who else. Changing the normals to be closer to CVS and more that I have forgot about.
Adding the explod buffer to Ryu was the start for me  gonna do this for the rest of the cast.
Been fine tuning it for 2 years in my spare time when I can. also been providing a shitton of feedback to the char creators here on the forum and behind the scenes on PMs and discord.

There are still chars that do not fit like Lei-lei somewhat but are fun to use and is made by POTS and I let her slide if I was to go all out though she wont make it.
Also  a fair bit of chars I think can be re-coded or to at least give them CSLN overhaul.
I feel  Jman/DW/Karma is a good base to start from and go from there.

Mugen is open, unless all the talented people here in the forum set a SET of rules on what chars should have or don't  have it wont be 100% perfect. On the other hand people just like to make the chars THEY want to make and could not care about competitive mugen which is a fair point and no one is obliged to balance their stuff at all.
Don't forget this was made by fans in their spare time with lots of passion.
Again, if you use it as a template to start your own thing, I feel DW/Jman/Karma is a great place to start.
Heck  the above mentioned can probably do this on their own if they had the  spare time. They have proved that they have the knowledge and skill to pull it off.

The Z2 crew is a prime example of this, that I feel will also make a good base for anything in mugen.

That's pretty dope, I respect the time you spent with your project!!
Re: Competitive Mugen Project
#35  October 03, 2019, 02:02:45 am
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Please try to not triple post
Re: Competitive Mugen Project
#36  October 03, 2019, 01:33:03 pm
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So far I put in akuma, strider, and Ingrid with the portraits and the recolors. Ill try to post some images later on today!

Btw new poll for Iori by Karmachameleon
Re: Competitive Mugen Project
#37  October 03, 2019, 05:38:33 pm
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So far I put in akuma, strider, and Ingrid with the portraits and the recolors. Ill try to post some images later on today!

Btw new poll for Iori by Karmachameleon
Okay. But as Umezono said, you should probably remove Strider by DW.
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Go check out Team Sonic Fighters!
https://mugenguild.com/forum/topics/team-sonic-fighters-188020.0.html
Re: Competitive Mugen Project
#38  October 03, 2019, 06:34:33 pm
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  • Formerly known as HyperClawManiac
  • Competitive MUGEN when?
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Why not combine the moves from each mode in the CMD file? You gotta know what each variable does like the mode detection and you're good.

Adding the explod buffer to Ryu was the start for me  gonna do this for the rest of the cast.

Still hyped for the Ryu update.

WIP Schedule:
Most likely my next full-game
Re: Competitive Mugen Project
#39  October 03, 2019, 09:25:43 pm
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Re: Competitive Mugen Project
#40  October 03, 2019, 09:26:24 pm
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K
So far I put in akuma, strider, and Ingrid with the portraits and the recolors. Ill try to post some images later on today!

Btw new poll for Iori by Karmachameleon
Okay. But as Umezono said, you should probably remove Strider by DW.


I'm not going to give up on Strider, I have a few Ideas that might make him work!

EDIT Update on Strider
I have made some adjustments for strider yesterday that I think makes him way more balanced for this project! I removed ouroboros and leigon super and have adjusted his chain combo damage. More changes will be made soon!
Last Edit: October 04, 2019, 04:18:35 pm by Carlosman668