WHO HAS TRIED MUGEN GAME EDITOR
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MUGEN, it's a fighting game maker for those that don't know that. It's actually quite a nice program, though the in game AI don't work (it's based off character specific AI, meaning how the author created it.) I was just curious if anyone here has ever used it.
I seriously am addicted to Mugen. I don't know anything about coding nor spriting, though - I would like to be able to make my own content, but it seems like a very complex and all-consuming task to learn how. In the meantime, I'm content to hoard characters from obscure fighting games.
The current screen pack I have right now holds 600 characters... I got 232 now. 67 street fighter, 78 marvle, 64 dc, 12 dbz, 11 mortal kombat (all cartoon style by the way. I dont like getting all the dumb over powered ones, I get the actual game versions.
does it still run in dos? I remember that being a huge thing when people were talking about mugen vs fighter maker 2nd
The furthest I got with custom fighters was messing around with Kung-Fu Man's move set.
*Edit:
I'm pretty sure I had a version of MUGEN on my previous laptop that worked with DOSBOX. That was almost five years ago, though.
*Edit:
author=megaman8x
does it still run in dos? I remember that being a huge thing when people were talking about mugen vs fighter maker 2nd
I'm pretty sure I had a version of MUGEN on my previous laptop that worked with DOSBOX. That was almost five years ago, though.
author=megaman8x
does it still run in dos? I remember that being a huge thing when people were talking about mugen vs fighter maker 2nd
well, it has three versions right now. dos (very anceint), win-mugen (a port of dos version) and mugen 1.0 (the newest most stable version... 99.99% backwards compatible with resources.)
http://elecbyte.com/mugen here is the official website.
EDIT: I have plenty of characters, if anyone has requests let me know. I'll see what I can do.
It's so arcane to work with. I've given it thought several times over the years, though, and making a fighting game would be... a very different beast than making an RPG.
its extrememly enjoyable if you have a shit ton of characters and you got a friends over that like fighting games. Infact, I hold bi-weekly tournaments at my house.
I took at look at it, and everything seemed like hieroglyphs to me. Plus, I am generally not a fan of fighting games, so I'm in no position to design one.
I still deal with MUGEN even after 5-6 years. I don't make characters or nothing, just sprite Midnight Blisses (very rarely at that). I do have a couple people helping out on my project at least.
Oh yes, I do have at least 800 something characters (300 something others that are Touhou character specifically). ^^;;
Oh yes, I do have at least 800 something characters (300 something others that are Touhou character specifically). ^^;;
I used to love MUGEN about ten years ago, and it's awesome to see that it's still around and kicking. I'm really tempted to see if they've made any major improvements since the last time I used it.
Well, there was a new MUGEN in the works by Elecbyte. There hasn't been much news on that yet, but it does allow for things like stage zoom out and whatnot. I don't know much on it myself as I don't delve into that. I only get characters specifically so...^^;
i really really hope they fix the AI problem.... its not fun to play the game alone if the AI is broken. Some people for what ever reason create their characters to be insanely hard to beat... some immposible. I have fighter factory (the program used to create and edit characters) but i dont know how to manually adjust the AI.
There's not much one can do about the AI. That's dependent on the author who creates it, or those that makes the patches for it. I don't know if Winmugen 1.0 has anything that adjusts AI levels but...yeah.
Well, I always wanted to make a fighting game, but never had a single clue on how to use MUGEN/Fighter Maker, if I did, I'd make one hilarious fighting game... maybe. :P
I used to be ridiculously addicted to it. Like, holy shit, you have no idea. I would get characters in the deep hundreds and mess around with them ALL THE TIME. This went on for almost 6 years... then recently I got bored of it and haven't booted up the program for quite a while.
I was seriously into it for quite a long time, though, yeah.
I was seriously into it for quite a long time, though, yeah.
Ah, yes, Mugen. Japanese for infinity.
My gam mak endgame is pretty much making a fighting game (main reason for me to want to study animation, even), so of course I'd know about Mugen. I even made a stage for it once. It was pretty basic though, so I didn't bother releasing it.
It's a nice engine, though a bit archaic. Elecbyte's triumphant return was already a few years ago and Mugen 2.0 is still nowhere to be seen. Though I hear that the current build already supports zooming. Can anyone confirm this? EDIT: Saw vids of it in action. No confirmation needed.
As weird as this might seem, Mugen's greatest problem to me is how open it is. Adding characters being only a copy and paste job killed it as a serious engine. You see almost no games developed with it, but everyone and their cousins has a compilation of hundreds of characters from tens of sources that are in no way balanced against each other, making for a ridiculous mess. A Guilty Gear character will always beat a Street Fighter character because of its enormous agility advantage, and a Touhou character can throw projectiles in patterns impossible to dodge without their dash through projectiles mechanic. My point being, fighitng game characters are made to operate in a specific context, and taking them outside that context simply does not work.
Oh, and there is no AI problem to be fixed. It shouldn't be too hard to see why making an universal AI algorythm for fighting games is impossible. So of course the character's creator has to script it.
Then there's Enterbrain's alternative, Fighter Maker, from the time when they didn't know what a script was. Everything is done through menus and sliders and stuff, and I feel it limits its potential. Though, with Vanguard Princess being made in it by an ex-Capcom dude and actually being a good game, people went on to make Lunaport to be able to play it online. And Fighter Maker's greatest trump card was born, as Lunaport allows you to play not only Vanguard Princess online, but any game made with Fighter Maker. I've actually played some decent Fighter Maker made games, including Smogon's CAP fighter.
Mugen may be technically better by now, but Fighter Maker's online capabilities will always make it the better choice. A fighting game without multiplayer may as well not even exist. And with Mugen's current architecture, it's going to be a nightmare to implement any sort of online capabilities. How do you even make sure that both players are using the same build, with the same characters and stages. One more strike against Mugen's copy and paste architecture.
Lately, I've been paying attention to Fighter Creator. It looks like it has the potential to replace them both. Unfortunately, its development is slow as hell. It's all being made by just one guy, who will disappear without a trace for months, then pop up with some update that always feels like it's not enough. I'm having serious doubts as to whether it will actually be completed. Seems like it'll take developing my own engine to make a decent fighter...
And now, even though half of this post was me verbally trashing Mugen, I feel like trying to make a character for it. It'd probably be something like a boss remix of an already existing character if I went through with it. I really don't feel like spriting an entire character from scratch right now.
P.S. - Rare Akuma is hilarious.
My gam mak endgame is pretty much making a fighting game (main reason for me to want to study animation, even), so of course I'd know about Mugen. I even made a stage for it once. It was pretty basic though, so I didn't bother releasing it.
It's a nice engine, though a bit archaic. Elecbyte's triumphant return was already a few years ago and Mugen 2.0 is still nowhere to be seen. Though I hear that the current build already supports zooming. Can anyone confirm this? EDIT: Saw vids of it in action. No confirmation needed.
As weird as this might seem, Mugen's greatest problem to me is how open it is. Adding characters being only a copy and paste job killed it as a serious engine. You see almost no games developed with it, but everyone and their cousins has a compilation of hundreds of characters from tens of sources that are in no way balanced against each other, making for a ridiculous mess. A Guilty Gear character will always beat a Street Fighter character because of its enormous agility advantage, and a Touhou character can throw projectiles in patterns impossible to dodge without their dash through projectiles mechanic. My point being, fighitng game characters are made to operate in a specific context, and taking them outside that context simply does not work.
Oh, and there is no AI problem to be fixed. It shouldn't be too hard to see why making an universal AI algorythm for fighting games is impossible. So of course the character's creator has to script it.
Then there's Enterbrain's alternative, Fighter Maker, from the time when they didn't know what a script was. Everything is done through menus and sliders and stuff, and I feel it limits its potential. Though, with Vanguard Princess being made in it by an ex-Capcom dude and actually being a good game, people went on to make Lunaport to be able to play it online. And Fighter Maker's greatest trump card was born, as Lunaport allows you to play not only Vanguard Princess online, but any game made with Fighter Maker. I've actually played some decent Fighter Maker made games, including Smogon's CAP fighter.
Mugen may be technically better by now, but Fighter Maker's online capabilities will always make it the better choice. A fighting game without multiplayer may as well not even exist. And with Mugen's current architecture, it's going to be a nightmare to implement any sort of online capabilities. How do you even make sure that both players are using the same build, with the same characters and stages. One more strike against Mugen's copy and paste architecture.
Lately, I've been paying attention to Fighter Creator. It looks like it has the potential to replace them both. Unfortunately, its development is slow as hell. It's all being made by just one guy, who will disappear without a trace for months, then pop up with some update that always feels like it's not enough. I'm having serious doubts as to whether it will actually be completed. Seems like it'll take developing my own engine to make a decent fighter...
And now, even though half of this post was me verbally trashing Mugen, I feel like trying to make a character for it. It'd probably be something like a boss remix of an already existing character if I went through with it. I really don't feel like spriting an entire character from scratch right now.
P.S. - Rare Akuma is hilarious.
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