Any Mugen coder out there?

Probably not. I dabbled in Mugen some, but up until recently OpenBOR and Mugen were more or less enemies of each other.

Essentially, the Mugen community looked upon us as useless leeches and assumed the OpenBOR engine itself was simplistic and incapable due to all the BOR clones out there. At the same time, a lot of us here (myself especially) dismissed the Mugen community to be nothing more than a bunch of juvenile keyboard warriors who spent more time patting themselves on the back than actually doing anything.

The misconceptions are starting to wear off on both sides, so we should be able to get some cross pollination going, it will just take a while. I'd love to see some Mugen folks come over with their scripting & graphic experience and watch what happens. That's why there are dedicated areas for Mugen, and another for other engines as well. We all win in the end.

Do what you can to let people know; Vibrant had done some brilliant work here and I'm sure he's still out there. Others would probably check us out too if they knew we'd welcome them. Only catch is that we are more strict than typical Mugen forums - but I'd bet the more development minded people there would probably like that as it helps filter the garbage that drowns them out.

DC

 
Yeah, I agree with you.

Mugen had some people which hunted down people which used content without credits (mea culpa, I was one of those). The worst was that we had some "Police", communities which tried to say what to do or not to do. (We still have some, but...)

Thanks God, now the things are smoother. We have plenty of very helpfull comunities. Yes, we still have some harsh ones, but its the way people are.

My only concern about OpenBOR (and in mugen or anything else) is when someone uses stuff from another person without at least say "hey, thanks to XXXX for the stuff". We all know we are using stuff from the companies (in Mugen case, most of them already knows about us and they are fine with it, unless you make money from it), but to be polite doesn't hurts.

In some comunities, you can just take the content and put the original creator at the credits and its done. But in some, not. I think is polite to ask, anyway. Or, at least, to inform the original creator "hey, I will be using your stuff"

Its not the case of to be "greedy", but is a way to recognize who spend a lot of time making something for everyone. I think its pretty fair :)

And yes, I think we all win at the end :)

I will try my best to invite more Mugen people here, and to have BOR sections on some mugen foruns.
 
I've been at Lavalit for quite some time and have had a good relationship with the guys here.
 
I downloaded mugen in 2000 for the first time and started editing characters.
I made my first game about 2003 that was called "maniacs" and i used graphics from camera footage like in MK games.
I started MKProject in mugen on mugenguild forums in i think 2003-2004 and then i left it and some kids punished it very hard with their own versions of hydro's and tremors.I was searching for cheatcodes in MAME for MK games to rip backgrounds and found some for UMK3 as first one and remember talking about it with acekombat guy, lots of sleepless nights.
My real love was scrolling beatem-ups so when i heard about beats of rage i was interested with it and when there was running feature in openbor then i started my battletoads game, then i made mk, then other ones and here i am.
Now when i think about it, some people who post on mugenguild now were very young when i did mkproject, this is scary how fast time is passing by.
I never knew that mugen and openbor comunities were enemies, i think mugen guys were just like "pfft" for any other fighting game engines thats it, and i kinda understand this but still mugen was very limited stagewise and didnt allow for much control in stages.
 
I made my first game about 2003 that was called "maniacs" and i used graphics from camera footage like in MK games.

hum, I remember a game like that, but I am not sure about the name.It was Genesis something.

started MKProjec
So you made the MKP? Wasn't made by RatonMalo?
 
I started it and maintainted till version 4.0, ratonmalo and interloko released 4.1 with a couple new chars and it was last official version but i started project by modifying interloko's character cause it had sprites but timing and overall gameplay wasnt that good so i kinda fixed his sub-zero and used him as a base for all future characters, i still have first dos version somewhere on old HDD.
Hmmm... i see some sources say that ratonmalo created it and its kinda sad, did they removed my credits from readme file, i dont even know.I think people got confused caues he hosted it on his website and added a couple of characters.I remember that time when i was looking for MK fake pictures and animations and searching for new fatalities, it was exciting time for me.Anyway, it was the time when i was into MK very much, i played it to the death and it was time to try something else.
Ah.. found some info here http://www.mksecrets.net/forums/eng/viewtopic.php?f=5&t=1663
 
hi, I am a mugen coder. But I got bored so I might switch to OpenBOR if I learned enough of it (openbor)
 
Good luck.
I'm in mugen since the early days.
In openbor since Bor.
I've tried to learn both, the progress was really fast in mugen and slow in openbor to me.

The fact is
-In mugen you can really do what you want if this is 1vs1 oriented.

-In openBor you can mod very easily. But if you want something really precise or complex, you have to work on it several days/weeks/months... and finally understand that this feature will be impossible to do.

As a mugen "coder" (more a spriter) I had a period of dilemma about using or not Openbor.
In my old winmugen project engine I added features like:
-3D walk
-3D attacks
-environment hazard
-platforming
-multiple weapon system, including lifting wood boxes
-complex grapple system
-wall physics
...

I finally created something in openbor, but an everyday pain in the *ss.
Just keep in mind almost everithing you learned for mugen is not useful in openbor.

Openbor is a great program, but with limitations and questionable logic sometimes...
 
nedflandeurse said:

Limitations? Questionable logic?

Everything in OpenBOR works the way it does for a reason; there is far more to manage in a native three plane side scrolling engine than in a one to one centric environment. Not to mention that thanks to continuous active development OpenBOR has long since overtaken Mugen in sheer technical capability (put the pitchforks away Elecbyte fans; I'm speaking of overall feature sets and versatility - we all know Mugen is the best there is at what it was made for). Then you have console support to deal with. Those things all bring a lot of memory optimization issues to the table that Mugen doesn't have to contend with.

Your assumptions about limits and lack of understanding with hows/whys are not the engine's fault; when it comes to game play the only limits OpenBOR has are your capabilities as an author and available RAM, the latter being a non issue with PCs. Every single request you made thus far is more than plausible. Some of them are literally default behaviors! Most of the others can be found in preexisting modules. At every point people here have tried to help you and will continue to do so; you disrespect them hard when you ignore their advise and claim this or that can't be done.

Listen to more experienced authors and take what they have to offer. Don't blame the hammer because you can't drive a nail (and btw, that's not an insult - there's no shame in not knowing something so long as you are willing to learn).

DC
 
This wasn't an attack, I feel sorry if the barrier of language and my limitation with english make me use a not working/bad word. :-[

I just say that IMO, a few precise things cannot be done in openbor just like a lot of things cannnot be done in mugen too. the perfect engine would be openbor with some features of mugen. only my advice.

I'm always glad to have reply to my requests since i'm really bad with logic. I'm really in the artistic/instinct side. Also in comparition, I can say that elecbyte disabled 3D plane support in new versions of mugen, completly ignoring my requests. and my game was based on it.

One more time this was not meant to be aggressive, only my perception of it.
 
Little by little, I am trying to promote OpenBOR to mugen coders. I got the attention of some good guys, this could turn into a great project on a near future.

Personally, I am focused on converting or gather codes of common things we have in mugen, so the transition would be easier. Both engines works so drastically different that the learning curve can be hard for some people. But the logic programming can be useful on that learning process, as it is being for me.
 
I started to write a table, comparing the two and how you would go about doing this or that common request, it seemed pointless so I didn't finish. Maybe I should.

DC
 
I can work with you on this if you want, by listing common things we have in mugen and its counterparts in OpenBOR.

This is one example: Shadowtrails, which is called Afterimage on Mugen. Besides the code isn't working for me :( http://www.chronocrash.com/forum/index.php?topic=526.msg5339;topicseen#new
 
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