mugen

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Email me which you have and Ill see if I can get some more Kung

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err not email Sorry IM me
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wow. if we can get arcade quality rips that be swwet.
also, where did u get the 27 fighters from, just the net, or around? i got a copy of motaro that does not seem to work with win mugen
also, where did u get the 27 fighters from, just the net, or around? i got a copy of motaro that does not seem to work with win mugen


About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
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The copy of Motaro I have is arcade quality but he is "Demon" Motaro with in game mid round super move fatalities where he summons other bosses. It's profoundly retarded. It's a shame someone wasted their MUGEN programming skills to make this trash, I would eventually have him edited down and made to be a boss in the CPU battle version of the game. The other characters I got a lot from that spanish Bloody Kombat, in which a lot of the characters are quite good quality rips, and a few of the others I got around. Once I get a full/better list of all the arcade quality characters I'll put up a link to DL them. But remember, these are heavily edited in terms of moves, things that annoy me are how you can hit a punch putton and make them do their MK style punching, but they won't stay locked in place, just dumb stuff like that. It's really weak, but most of, if not all the frames are there and that's all that matters.
Matt
Matt


About Me
TheProphet, GGs my friend. Give'em Hell.
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Yeah some of the hardest editting as far as the character mechanics seems to be tightening it so things stick in place, and characters don't slide all over the place. It is completely possible to do it, but it is time consuming to get it all set right because MUGEN was really designed with a versus style game in mind.
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at any rate the mk mugen project shale be kick ass


About Me
TheProphet, GGs my friend. Give'em Hell.
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Just for fun I went through last night and made sure I have an MK style run working correctly (I had some issues with overcomplicating it), MK style block but that still has a couple of issues (Mainly because in MK there are some crazy tight blocking properties to avoid brokenness), I got rid of the sliding around because I can't stand that shit, took out blocking in air (although I think it might be worthwhile to look into adding midair blocking again to add a new element to the MK style gameplay). I think thats it for now. I worked on MK style auto combos before and its kinda nifty, but that will take a bunch more time to work out a good system for all.
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sounds like you are making some nice progress, btw how many sprites do u need for mugen? i know kof91 u needed to draw the sprites for each fighter, like intro walk jumo punch kick down block so forth


About Me
TheProphet, GGs my friend. Give'em Hell.
0
You need a metric ton of frames for MUGEN. Far more then I've seen for any KOF91 character actually, although every KOF91 character I have found has sucked big time as far as graphical quality.
You really just need what it takes to look good. Some games have 1 to 3 frames for a stance, some have 10. Some have 2 frames for a punch, some have 6.
I want as many frames as possible so that it loosk good, but I also don't want to edit the graphics myself because I hate that. Hopefully MK2KB can do that.
The programming by itself is so mind numbing that I can't stand it. Every character adheres to totally different standards, so it over complicates things a lot when trying to standardize the characters into one game.
Really, I wish Mugen had some more inheritance rules. For instance, I would like to make 1 character work and have all the other characters inherit it except where I add in something for them that overrides. This can be done to an extent but not what I would have liked.
I guess I shouldn't talked as I haven't been able to successfully make something like MUGEN on my own yet. I did once make something that was more along the lines of KOF91 but it was never more then a test run.
You really just need what it takes to look good. Some games have 1 to 3 frames for a stance, some have 10. Some have 2 frames for a punch, some have 6.
I want as many frames as possible so that it loosk good, but I also don't want to edit the graphics myself because I hate that. Hopefully MK2KB can do that.
The programming by itself is so mind numbing that I can't stand it. Every character adheres to totally different standards, so it over complicates things a lot when trying to standardize the characters into one game.
Really, I wish Mugen had some more inheritance rules. For instance, I would like to make 1 character work and have all the other characters inherit it except where I add in something for them that overrides. This can be done to an extent but not what I would have liked.
I guess I shouldn't talked as I haven't been able to successfully make something like MUGEN on my own yet. I did once make something that was more along the lines of KOF91 but it was never more then a test run.
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made something along the lines of kof91, but was only a test run? sounds somewhat interesting, maybe u can release the source and files.
but as for the characters, you have been working on something like UMK3 gameplay, which seems awsome, but waht about a MK1 or 2 style gameplay? just for the hell of it since MK1 was taking of MAT2?
but as for the characters, you have been working on something like UMK3 gameplay, which seems awsome, but waht about a MK1 or 2 style gameplay? just for the hell of it since MK1 was taking of MAT2?


About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
0
It'd probably be a good idea to start with something like MK1 with run since Dreemer has spent a lot of time trying to get run to work. Autocombos can wait, but we already have a bunch of characters to deal with frame wise. It might also be a good idea to get one characte to work entirely and use the exact same file for everyone at first, and then edit everyone slightly, but I know this is a lot of work so I'm not getting my hopes up. Graphics editing is not a problem, I find that to be fun, programming though I never got the hang of.
Matt
Matt

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Is it hard to learn?Is it coding or what?


About Me
- Your Source for UMK3 Competition -
When something better than UMK3 comes out, I'll let you all know, because it still hasn't happened yet.
0
I'm sure it's not hard to learn if you have a basic knowledge of programming stuff like point to point and calling commands etc, for me, that's not within my ability, editing graphics and shit though I have the patience for.
Matt
Matt


About Me
TheProphet, GGs my friend. Give'em Hell.
0
The programming, to me, is counterintuitive. I really don't have a problem picking up the basics of a programming language, but Mugen's system is more difficult for me to keep track of.
You have a file full of the actual graphics.
In this file the graphics are broken down into groups and numbered according to what kind of move they are. The problem here is that there are basic moves that everyone has like punches and kicks that all use the same numbers. But, when people start adding moves to the game, they add them with their own numbers, sticking them in whereever they can, and this means that every character I have right now has moves that are similar but that are numbered differently. For instance, the mk characters all have close attacks, like knee lifts and stuff for when they are against their opponent, but they are all numbered totally differently because they are add on moves.
There is also a file that actually controls the animation and sets up hit boxes. This is the AIR file and it organizes the frames into their proper order, and sets durations for each from. This is also where you set up collision boxes for every individual frame.
There is a file that sets up the states a character can be in, the CNS file. Characters in mugen are basically finite state machines, so they always have to be in one of any number of states. They start out standing, that is a state. Then you add in the commands for how they can leave the standing state. For instance, I add a command so that when you press the punch button they switch from standing state to punching state. Then punching state has a command built in for when the punch is over to return to the standing state.
Then there is the CMD file which is where you set up all the userinputted commands. You tell it, when this button is pressed, check for these conditions then do this.
Then there is the DEF file which simply holds some setup stuff for the character, like a list of all the files the character will use.
One of the biggest problems I have run across is AI programming. You can program the AI fairly well, but you program him in the CMD file along with all the other stuff and that leads to a lot of confusion when you are looking over the file. Personally I would like a matrix based AI file for programming the computer.
All I set up was a program where you had a text file that gave what frames to play in what order when you pressed what button and you would load a directory with frames. It didn't do much and ran kinda slow (Programmed in VB on a 486 so yeah its gonna be slow).
You have a file full of the actual graphics.
In this file the graphics are broken down into groups and numbered according to what kind of move they are. The problem here is that there are basic moves that everyone has like punches and kicks that all use the same numbers. But, when people start adding moves to the game, they add them with their own numbers, sticking them in whereever they can, and this means that every character I have right now has moves that are similar but that are numbered differently. For instance, the mk characters all have close attacks, like knee lifts and stuff for when they are against their opponent, but they are all numbered totally differently because they are add on moves.
There is also a file that actually controls the animation and sets up hit boxes. This is the AIR file and it organizes the frames into their proper order, and sets durations for each from. This is also where you set up collision boxes for every individual frame.
There is a file that sets up the states a character can be in, the CNS file. Characters in mugen are basically finite state machines, so they always have to be in one of any number of states. They start out standing, that is a state. Then you add in the commands for how they can leave the standing state. For instance, I add a command so that when you press the punch button they switch from standing state to punching state. Then punching state has a command built in for when the punch is over to return to the standing state.
Then there is the CMD file which is where you set up all the userinputted commands. You tell it, when this button is pressed, check for these conditions then do this.
Then there is the DEF file which simply holds some setup stuff for the character, like a list of all the files the character will use.
One of the biggest problems I have run across is AI programming. You can program the AI fairly well, but you program him in the CMD file along with all the other stuff and that leads to a lot of confusion when you are looking over the file. Personally I would like a matrix based AI file for programming the computer.
All I set up was a program where you had a text file that gave what frames to play in what order when you pressed what button and you would load a directory with frames. It didn't do much and ran kinda slow (Programmed in VB on a 486 so yeah its gonna be slow).
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is it possible to just rename the images so there all the same for each character cutting down on the amount of time needed to program them individually?


About Me
TheProphet, GGs my friend. Give'em Hell.
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For mugen the graphics are all in PCX format stored together in an SFF file. Right now I am looking at unpacking all the graphics for every character and repacking them in a different order. I had wished not to do this because I'll have to redo the AIR file too and that is going to take so much time.
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maybe you can make just the one air file, then cut and paste it into the other ones?

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If anyone have any doubts, check www.mgbr.net to look for tutorials and stuff, most of them are in portuguese, but Im sure there are in english too.
I worked on mugen for a while, there is a friend of mine making a Sub Zero edited from Saizo of Power Instinct Matrimelee.
I worked on mugen for a while, there is a friend of mine making a Sub Zero edited from Saizo of Power Instinct Matrimelee.
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