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Making a New Original Game with MUGEN (Read 12686 times)

Started by Gespenst, June 28, 2017, 07:45:53 pm
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Making a New Original Game with MUGEN
#1  June 28, 2017, 07:45:53 pm
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Hi everyone. I'm new to MUGEN, and have started making my own game, but I plan to be mostly original, with edits being for sprites. Now then, one question would be if it's possible to edit the sprite to look original? Also, is it possible to make your own stages? Not only that, how to implement "cutscenes"? Because this game of mine is story-driven.
Re: Making a New Original Game with MUGEN
#2  June 28, 2017, 07:58:31 pm
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Sprite editing is something you'd have to use an image editing tool for ,like Gimp,Photoshop or just Paint.
To get the sprite in the first place you could export it from an existing mugen character via fighter factory , or just look up spritepacks

Yes,Mugen allows custom stages , but as far as cutscenes go,you will be limited to character intro and character endings.However Mugen allows "Special intros" when facing against certain characters
Re: Making a New Original Game with MUGEN
#3  June 28, 2017, 09:49:34 pm
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Sprite editing is something you'd have to use an image editing tool for ,like Gimp,Photoshop or just Paint.


Regardless of the tool you use, what's the recommended file to save your sprite sheet with after having it edited with the tool of your choice?

Quote

Yes,Mugen allows custom stages , but as far as cutscenes go,you will be limited to character intro and character endings.However Mugen allows "Special intros" when facing against certain characters


And how do you work on those?
Re: Making a New Original Game with MUGEN
#4  June 29, 2017, 10:13:02 am
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Regardless of the tool you use, what's the recommended file to save your sprite sheet with after having it edited with the tool of your choice?
 
And how do you work on those?
I prefer PNG files. They work well in Fighter Factory 3.

You can create statedefs for the intro, and check the names of your enemy/P2 in the opening statedef to switch to those custom states.

Dig around Mugen Class, and you might want to read this thread just as a way to see what you know and what you dont know.
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Re: Making a New Original Game with MUGEN
#5  June 29, 2017, 11:43:25 am
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Regardless of the tool you use, what's the recommended file to save your sprite sheet with after having it edited with the tool of your choice?
 
And how do you work on those?
I prefer PNG files. They work well in Fighter Factory 3.

You can create statedefs for the intro, and check the names of your enemy/P2 in the opening statedef to switch to those custom states.

Dig around Mugen Class, and you might want to read this thread just as a way to see what you know and what you dont know.

I'll give that MUGEN Class thread a read. Thanks.

Another question: Do you have to make your edits before taking it to Fighter Factory?
Re: Making a New Original Game with MUGEN
#6  June 29, 2017, 03:24:10 pm
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Another question: Do you have to make your edits before taking it to Fighter Factory?
You should go ahead and download Fighter Factory 3, open up a character with it, hit the tabs, check out the menu items, play around with a few things to see what happens.  Sprites, Animations, Sounds, and Palettes (and a few other sub features) have user interfaces but the States (main coding) and Commands (same coding but highest priority) which are text editors.

Be sure to configure it with MUGEN (one of the setting buttons where you just need to browse to MUGEN.exe) so that when you hit the click start button it will launch the game immediately for testing.


To answer your question, you can build things incrementally but unless you are a very good planner, you'll probably end up having to eventually shift some data around and maybe redo a few things.  It's very easy to move data around, importing and exporting between characters, backup files, etc.  There's shortcuts to quickly change group values, and at many times Find & Replace functions will serve you well.

Last Edit: June 29, 2017, 03:32:50 pm by altoiddealer
Re: Making a New Original Game with MUGEN
#7  June 30, 2017, 08:36:37 am
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Another question: Do you have to make your edits before taking it to Fighter Factory?
You should go ahead and download Fighter Factory 3, open up a character with it, hit the tabs, check out the menu items, play around with a few things to see what happens.  Sprites, Animations, Sounds, and Palettes (and a few other sub features) have user interfaces but the States (main coding) and Commands (same coding but highest priority) which are text editors.

Be sure to configure it with MUGEN (one of the setting buttons where you just need to browse to MUGEN.exe) so that when you hit the click start button it will launch the game immediately for testing.


To answer your question, you can build things incrementally but unless you are a very good planner, you'll probably end up having to eventually shift some data around and maybe redo a few things.  It's very easy to move data around, importing and exporting between characters, backup files, etc.  There's shortcuts to quickly change group values, and at many times Find & Replace functions will serve you well.

Okay, two questions on that:

1. How to configurate your Fighter Factory to MUGEN?

2. On editing a character, is there an easier way to edit the animations you selected from Alferd Spritesheet Unpacker? Because this is the whole point of my "edit before taking it to Fighter Factory" question, because the spritesheet I'm using is that of Hanzo from World Heroes (Spritesheet link: http://spritedatabase.net/file/17645), and I wish to make the following edits:

a. Face totally covered by a mask, sans the eyes obviously.

b. Blackish blue outfit.

c. No sword, thus having to make a new movelist.
Re: Making a New Original Game with MUGEN
#8  June 30, 2017, 06:26:05 pm
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1. Click the gear (settings) icon, then click "Add" - in the next dialogue type in a label, then browse to MUGEN.exe.   There is also a dropdown box to adjust how it will quick-launch (current char vs. current char, current char vs. kfm, etc)


2. I haven't dealt with sprite sheets before.  However, I know they are very popular so I'm sure it is layed out in such a way that the sprites will be properly aligned when imported into FF3.  I do not think it would be counter-productive to edit the sprites now, then import them into your project later.

You can create the swordless sprites now then figure out how to code the changes later.  Or you can start coding now with placeholder sprites, and insert the sprites later.  For my project I often wanted to see my results in action, so would sprite an attack then incorporate it into my project, then code it... which is not a streamlined process but that's how I felt like doing it.

Re: Making a New Original Game with MUGEN
#9  June 30, 2017, 08:35:17 pm
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1. Click the gear (settings) icon, then click "Add" - in the next dialogue type in a label, then browse to MUGEN.exe.   There is also a dropdown box to adjust how it will quick-launch (current char vs. current char, current char vs. kfm, etc)



Thanks

Quote

2. I haven't dealt with sprite sheets before.  However, I know they are very popular so I'm sure it is layed out in such a way that the sprites will be properly aligned when imported into FF3.  I do not think it would be counter-productive to edit the sprites now, then import them into your project later.

You can create the swordless sprites now then figure out how to code the changes later.  Or you can start coding now with placeholder sprites, and insert the sprites later.  For my project I often wanted to see my results in action, so would sprite an attack then incorporate it into my project, then code it... which is not a streamlined process but that's how I felt like doing it.


Okay, but how do I make sure say, Edit A matchses with Edit B?

Also, another thing just popped up. The idle sprite moves, with the movement consisting of four parts. Refer to here:

https://vignette3.wikia.nocookie.net/snk/images/b/bc/Hanzowh-sprite2.gif/revision/latest?cb=20090121213822

How do I solve that in Fighter Factory?
Re: Making a New Original Game with MUGEN
#10  July 01, 2017, 12:57:29 am
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Refer to my first response!  A glance in the animations tab in FF3, it'll be clear as day.

The fastest way to learn the basics of MUGEN development is to screw around in FF3

Re: Making a New Original Game with MUGEN
#11  July 02, 2017, 03:21:08 pm
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Refer to my first response!  A glance in the animations tab in FF3, it'll be clear as day.

The fastest way to learn the basics of MUGEN development is to screw around in FF3

But how do I get the sprite of mine into FF3? Every time I try to open one of my files into MUGEN, they can't be found. I know your files need one of the terms found here, and that a guide I'm actually following involves messing with your Kung Fu Man files, but I have two folders: kfm and kfm720. Which folder should I begin my altering?

Also, is it true that you need to collect certain animation sprites before messing around in FF3?
Re: Making a New Original Game with MUGEN
#12  July 03, 2017, 03:54:45 pm
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There's no harm in messing around with FF3 at any time.  If you are working on anything of any importance to you, it is essential that you create backups frequently.  I would manually duplicate the working folder and call it something like "2017-07-03 - BACKUP"

Open KFM and go to the Sprites tab in FF3.  Click the little folder icon (2nd from the left).  You can browse to a new sprite - and indexed .PNG file - and hit OK.  This will replace the sprite.  You can add a brand new one by instead clicking the little blank page icon (1st on the left) - type in a group and index number.  In the animations tab you can use the sprites by referencing the group + index number.


Spend a lot more time fiddling around with FF3, without fear of breaking the thing.  You'll figure out what all the little buttons do.

Re: Making a New Original Game with MUGEN
#13  July 07, 2017, 03:00:29 pm
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Open KFM and go to the Sprites tab in FF3.  Click the little folder icon (2nd from the left).  You can browse to a new sprite - and indexed .PNG file - and hit OK.  This will replace the sprite.  You can add a brand new one by instead clicking the little blank page icon (1st on the left) - type in a group and index number.  In the animations tab you can use the sprites by referencing the group + index number.


Did the first half of that, but having a problem with the second half. Is the folder you mentioned the one colored blue?


Quote

Spend a lot more time fiddling around with FF3, without fear of breaking the thing.  You'll figure out what all the little buttons do.


In regards to that, is it possible to use a PC controller top do that?
Re: Making a New Original Game with MUGEN
#14  July 07, 2017, 03:43:17 pm
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Open KFM and go to the Sprites tab in FF3.  Click the little folder icon (2nd from the left).  You can browse to a new sprite - and indexed .PNG file - and hit OK.  This will replace the sprite.  You can add a brand new one by instead clicking the little blank page icon (1st on the left) - type in a group and index number.  In the animations tab you can use the sprites by referencing the group + index number.
Did the first half of that, but having a problem with the second half. Is the folder you mentioned the one colored blue?
Note that if you hover the cursor over the buttons and tabs, little tool-tips should pop up explaining what they do.
Clicking the buttons and then doing something, then seeing what happens as a result - is highly recommended when trying to determine what they do if the tooltip is not a good enough explanation (don't be afraid to break it - just try stuff out).

In regards to that, is it possible to use a PC controller top do that?
I'm going to strongly recommend using a Mouse + Keyboard when working in FF3.
Using a joypad on your PC for testing gameplay is a totally different issue

Re: Making a New Original Game with MUGEN
#15  July 09, 2017, 09:44:38 am
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Open KFM and go to the Sprites tab in FF3.  Click the little folder icon (2nd from the left).  You can browse to a new sprite - and indexed .PNG file - and hit OK.  This will replace the sprite.  You can add a brand new one by instead clicking the little blank page icon (1st on the left) - type in a group and index number.  In the animations tab you can use the sprites by referencing the group + index number.
Did the first half of that, but having a problem with the second half. Is the folder you mentioned the one colored blue?
Note that if you hover the cursor over the buttons and tabs, little tool-tips should pop up explaining what they do.
Clicking the buttons and then doing something, then seeing what happens as a result - is highly recommended when trying to determine what they do if the tooltip is not a good enough explanation (don't be afraid to break it - just try stuff out).


I can't find those files to press in my Fighter Factory Ultimate's Sprites tab. The only way to get my PNG file in there is through the Palette tab.

Re: Making a New Original Game with MUGEN
#16  July 09, 2017, 05:08:22 pm
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Re: Making a New Original Game with MUGEN
#17  July 09, 2017, 05:54:12 pm
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They (VirtuallTek) stopped updating it long ago.
Re: Making a New Original Game with MUGEN
#18  July 09, 2017, 06:07:14 pm
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Yes don't be fooled by the "Ultimate" - the FF3 linked in this post is the latest and greatest version.