|
Post by Pexteen on Jul 30, 2011 11:49:25 GMT -5
What do you guys use primarily for your MugenEngine these days? I feel like mine is probably outdated..... Whats the best download out there that the industry is going toward
|
|
ryon
Mugenite
"Im not a Monster .....I'm the Devil"
Posts: 100
|
Post by ryon on Jul 30, 2011 13:39:26 GMT -5
Mugen 1.0 for some reason this topic has confused me? I've tried Fighter Maker 2nd, and its confusing. I tried the other Mugen hacks / mod's , and they usually dont work.
|
|
|
Post by Neocide on Jul 30, 2011 16:03:26 GMT -5
1.0 is what I use as well, my game is going to be in 1.1 (right now the screenpack is) but untill then I do everything in 1.0
|
|
|
Post by Chrono_Strife on Jul 30, 2011 18:28:36 GMT -5
I'm one of those lucky few 1.1 users. I'd use 1.0 if it wasn't giving me issues with tiling(leaves gaps or overlaps).
I still have my WinMugen stuff with all the DBZ2k5. Mine, Neos, and Pexy's stuff too as well as the occasional TeamOS and now Ryon stuff.
I almost never play Mugen though, just develop for it.
TLDR; Using 1.1, skipped 1.0 from WinMugen.
|
|
|
Post by Neocide on Jul 30, 2011 20:32:09 GMT -5
I haven't played in ages, I love watch mode, I wish my characters had ai..... I need to figure that out at some point.
|
|
|
Post by Chrono_Strife on Jul 30, 2011 21:25:07 GMT -5
Yea actually I used to like watch mode til I nerfed all my stuff, now I've lost the love. Hopefully when I go back to my harder AIs I'll enjoy it more.
AIs are easy once you figure them out, but they are also fairly annoying and tedious to get right.
As I recall Pexy's Kaioshin and my Zangya used to have a good time together. >: )
|
|
|
Post by Pexteen on Jul 30, 2011 22:23:15 GMT -5
is there a lot one has to convert to 1.0? character wise?
also.... are most people changing their 1.0 settings... mine is huge and widescreen while most screens nd vids i see of 1.0 characters are not...
|
|
|
Post by Chrono_Strife on Jul 30, 2011 22:53:07 GMT -5
I changed my 1.0 setting to 640x480, since my processor couldn't handle mugen at higher resolutions(at 640x480 it seems to run better slightly than WinMUGEN did).
There aren't many changes required to get WinMugen characters working, normally they should be backwards unless there's some super old deprecated DOS code left in your characters like most of mine had.
Typically the crashes are caused by velset = 0,0,0(need to remove the z-coord) And also in my stuff the snap = x, y, x2, y2(need to remove the x2, and y2)
Otherwise 1.0 should work the same as winmugen as I recall. There are other perks it has, like the victory quote screen after matches. And SSFv2 support(i have no characters converted to SFFv2 yet so not sure whats so different about it other than the ability it will have to support 32 bit images).
|
|
ryon
Mugenite
"Im not a Monster .....I'm the Devil"
Posts: 100
|
Post by ryon on Jul 31, 2011 1:29:07 GMT -5
1.1, and 1.0 support 32bit images in the SFF , HOWEVER all sprites still need to be indexed, so i believe either way the characters sprites will have to be 256 color regardless.
on a side note. did you say the animation tile error in stages are fixed in 1.1???
|
|
|
Post by Wasaby on Aug 1, 2011 3:24:39 GMT -5
Mine is clearly outdated too My main version is still runned by winmugen lol (no HD in this one) I'm updating some stuff to 1.0 too, most of char are operational while fixing the velset thing. I don't see how to add the winquote new stuff though Which Mugen 1.0 screenpack are you using btw? I'm looking for a good one to adapt to dbz, but there is clearly no great one around there.
|
|
|
Post by raitei on Aug 1, 2011 5:17:47 GMT -5
You need a section in the CNS of your character like this, of course fill the text between the quotes with your own.
[Quotes] victory1 = "blablabla" victory2 = "blablabla" victory3 = "blablabla" victory4 = "blablabla"
There should also be a way to code winquotes against specific characters using variables or something.
You also need the definitions in your system.def though. If you put an old system.def from winmugen over your mugen1.0, it will not find the part for winquotes and skip it. Here is the default one, it's in the Mugen\data\mugen1\ folder. I don't really know why they still include a data folder with a mugen1 folder in it after 8 release candidates and an official version 1.0, but oh well.
;------------------------------------------------------------------- ;Victory screen definition ;This is the screen that is shown when you win a match in arcade mode. ;It will not be displayed on the last match of arcade mode. [Victory Screen] enabled = 1 time = 300 ;Time to show screen fadein.time = 8 fadeout.time = 15 ;Winner's portrait and name p1.offset = 400,-40 p1.spr = 9000,2 p1.facing = 1 p1.scale = 1,1 p1.window = 0,0, 1279,500 p1.name.offset = 40,570 p1.name.font = 3,3,1 ;Win quote text winquote.text = "Winner!" ;Default win quote text to show winquote.offset = 40,615 winquote.font = 5,0,1 winquote.window = 38,521, 1241,708 winquote.textwrap = w ;Word wrap
;----------------------- ;Victory screen background [VictoryBGdef]
[VictoryBG 1] type = normal spriteno = 100,0 start = 0,0 tile = 1,1 velocity = 0,1.5 window = 0,501, 1279,959
[VictoryBG 2] type = normal spriteno = 100,1 start = 0,0 tile = 1,1 window = 0,0, 1279,500 velocity = 0,1.5
[VictoryBG 3] type = normal spriteno = 100,1 start = 0,0 tile = 1,1 window = 25,520, 1254,709 velocity = 0,1.5
|
|
|
Post by Wasaby on Aug 1, 2011 10:21:09 GMT -5
|
|
|
Post by Pexteen on Aug 1, 2011 22:35:20 GMT -5
How about for stages? I'm guessing stages could be a bit more difficult?
|
|
|
Post by Wasaby on Aug 2, 2011 3:00:36 GMT -5
I did add old stages without conversion and it works perfectly. Anyway, if you have problem with one, check my link above sweet heart
|
|
ryon
Mugenite
"Im not a Monster .....I'm the Devil"
Posts: 100
|
Post by ryon on Aug 2, 2011 18:48:06 GMT -5
everything is technically backwards compatible.
and the only time i've had to fix people were usually stuff like "display to clip board" codes.
|
|