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Author Topic: My MUGEN game's idea, is it possible?  (Read 734 times)

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Offline Anflug

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My MUGEN game's idea, is it possible?
« on: December 06, 2013, 10:34:29 AM »
Hello guys! This will be a long story because I want to tell why I write this post, and being more detail is better right? I would be grateful if you read all of these.

Reason of writing this

So here comes. I am just a little noob that passed by fighting games. The first fighting game I played is Street Fighter IV in iPod Touch 4.  I have heard about The King of Fighters before, but didn’t care that much, all I know is it is a fighting game. But later on, I want to try another fighting game on iPod, so I played Kof –i-, and I found it is pretty amazing, then I start looking into KoF, played the installments reversely in Neo Geo, from Kof 2003 to 1996, then Kof XI (still playing). I started to indulge in this series, I like Kof not just because the characters, the story, most importantly it is the pixel graphics from 1996 to XI, it is very cool.

And one day, I accidently found something called MUGEN and also some friend-made KoF games using that. I played some of that and I can say that it’s even better than the official titles. I recognized that players can make their own fighting games using this engine, then, one idea popped up in my head.

Idea of my MUGEN game

After playing all those fighting games, I have a question. Why inputting so many commands, pressing so much button just for pulling off one move? This is the reason why I write this post, and you guessed it. I like KoF so much, there are something I want to change in KoF games, and it is all about commands, button pressed. Since it is not possible to hack / modify Neo Geo ROM myself, so I want to make my own KoF MUGEN game, and the theme of my KoF is “simplicity”.

This will be the concept of my KoF game:

      ① 8 buttons in the game, they are:

         Light punch (LP)
         Strong punch (SP)
         Light kick (LK)
         Strong kick (SK)
         Evade (LP + LK)
         Max activation (SP + LK)
         Knockdown / Blowoff attack (BO)
         SP (The flagship button and the most emphasized part of my game!)

      ② Thought of simplifying moves (examples):

         1. Ash’s Ventose:←charge→ + LP / HP
            Why the charge? Why not let all the moves you want to use come out instantly?
            SP button alone will be enough.

         2. K 9999’s “Moon…”:↙→↘↓↙←↘ + LP / SP
            →↘↓↙← alone is not enough? Come on.
            → + BO will be the new combination.

         3. Oswald’s “10・J・Q・K・A”:→↘↓↙← →↘↓↙← + LP / SP
            Oh no… This is breaking my finger…
            ← + BO, this looks good.

         4. Ash’s “Sans-Culotte”:LP+LK+SP+SK
            Just a special mode activation, why make it so complicated?
            ↓ + BO maybe? If there are too many moves for him, ↓→ + BO is okay too.

         5. K’ “Crow Bite”:→↓↘ + LP / SP
            I dislike the “dragon punch” command… This kind of short invisible move is important!
            →  + SP. Make counter easier!

      ③ Simplifying the cancels

  You might have known how I simplify moves, that is, all special moves will be done by pressing SP button alone or plus one directional key; all desperation moves will be stored in one directional key + BO button; and all Neo Max move / Max desperation move will be 2 directional keys plus BO button.

  After that, it is about the cancel between normal attacks and command normal attacks. All normal and command normal attacks are cancelable, that means you can pull of a combo like LP → LK → HK → HP → (→ + LP) → (→ + LK), then link it with a special moves, following desperation moves and even Neo Max moves. An example of this combo will be, let’s take Kyo as an example: HP → HK → Special move (→ + SP) → Desperation move (→ + BO) → Neo Max move (↓→ + BO).

  Of course desperation moves can cancel each other, also Neo Max moves too.
And finally, the max mode activation cancel. A fan-made KOF game have done that, and I will use it since it is the same as my idea. Pressing “Max activation” button is equal to pressing “SP + LK + → + →”, that means activate max mode plus dashing automatically.

Phew that concludes my idea of simplicity temporarily. I will discover more during making this game if I can really make it.

I know that making a game is not easy. I have searched YouTube for some “how to create MUGEN characters” video, but he divided into several parts and the words he used are complicated and obscure. So can anyone please explain briefly about the step of making a MUGEN fighting game? So that I can see whether I can handle this difficult task, I have had some programming lessons at my school, but I just have a smattering of the skills. If it is really an advanced and hard work, then I will give it all up and find something else to do, since I don’t have other games to play other than KoF XI now.

Thank you so much for reading it all, I appreciate this. And thanks in advance!



Offline DEMONKAI

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Re: My MUGEN game's idea, is it possible?
« Reply #1 on: December 06, 2013, 08:28:36 PM »
Of course its possible. Nothing wrong with that. its your idea. best thing to do is test that game play for yourself as you are creating and share it among close friends of yours that will give you honest feed back on the beta first. bad or good

Theres Street fighter. MK. Tekken & now Dive kick. ALL have their own game play system. DIVE KICK gets no more simple than that....personally i cant take the game seriously but you have Tournament players out there who do and its coming to consoles soon.

so with that said i think you should go for it. yeh your move set controls will be simple as hell but it just will be another fighting game folks will have to adjust to if they like your concept and version of the game. biggest thing youll have to combat are Fan boys of the original game play of KOF series in the mugen community if you are going to release a beta. Be prepared for that^^

But anyway thats what mugen is for....create in your vision. Between here and MFG forum best believe youll get all the different kinds of feedback you want. just stick to your guns on your idea and keep in mind its your version.....Fun factor and bugs should be your main concern once you start creating^^

Thats my dollar and 50 cents on that. good luck
Lots and lots of supers so f*ckin what

HAIL CROM!!

Offline Excahm

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Re: My MUGEN game's idea, is it possible?
« Reply #2 on: December 06, 2013, 08:38:01 PM »
mugen only has 7 butoms to play no?

Offline DEMONKAI

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Re: My MUGEN game's idea, is it possible?
« Reply #3 on: December 06, 2013, 08:40:26 PM »
mugen only has 7 butoms to play no?

pretty much... 6 and the start button.........but still a character doesnt have to use em all...
Lots and lots of supers so f*ckin what

HAIL CROM!!

Offline Excahm

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Re: My MUGEN game's idea, is it possible?
« Reply #4 on: December 06, 2013, 08:52:52 PM »
pretty much... 6 and the start button.........but still a character doesnt have to use em all...

no i mean bcoz he want to make is chars use 8 butoms.

Offline DEMONKAI

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Re: My MUGEN game's idea, is it possible?
« Reply #5 on: December 06, 2013, 09:26:37 PM »
oh yeh. im pretty sure you can do something with the system so it can be 8 buttons. some re coding of the config file n such im assuming
Lots and lots of supers so f*ckin what

HAIL CROM!!

Offline Anflug

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Re: My MUGEN game's idea, is it possible?
« Reply #6 on: December 06, 2013, 09:44:13 PM »
Of course its possible. Nothing wrong with that. its your idea. best thing to do is test that game play for yourself as you are creating and share it among close friends of yours that will give you honest feed back on the beta first. bad or good

Theres Street fighter. MK. Tekken & now Dive kick. ALL have their own game play system. DIVE KICK gets no more simple than that....personally i cant take the game seriously but you have Tournament players out there who do and its coming to consoles soon.

so with that said i think you should go for it. yeh your move set controls will be simple as hell but it just will be another fighting game folks will have to adjust to if they like your concept and version of the game. biggest thing youll have to combat are Fan boys of the original game play of KOF series in the mugen community if you are going to release a beta. Be prepared for that^^

But anyway thats what mugen is for....create in your vision. Between here and MFG forum best believe youll get all the different kinds of feedback you want. just stick to your guns on your idea and keep in mind its your version.....Fun factor and bugs should be your main concern once you start creating^^

Thats my dollar and 50 cents on that. good luck

Thank you! That is a great news, thanks for all the advice, really!

Hmm... Can I ask for the brief instructions on creating such mugen game? I want to know if I can handle the programming task, like I said at the end of the first post.

If not then I will give up, and I will think about sharing later because it is just for killing time myself actually, and I don't have friends that play fighting games...

Of course the premise is that I can handle the task. Thanks again!

Offline DEMONKAI

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Re: My MUGEN game's idea, is it possible?
« Reply #7 on: December 06, 2013, 11:07:33 PM »
Best things to do what 50% of creators in the community do which is download a character and open it up in fighter factory. That or download Kung Fu Man and alter him (he comes with the mugen engine). Theres videos on youtube on fighter factory tutorials. That plus you can google mugen docs to understand the definitions of codes used for that engine when building characters. Every other person has their own way of developing. Settle in with what works for you.

Lots and lots of supers so f*ckin what

HAIL CROM!!

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