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> GMugen, a clone of mugen made in GM
 
continue this project
yes [ 29 ]  [80.56%]
no [ 7 ]  [19.44%]
Total Votes: 36
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Boomb
Posted on Aug 2 2008, 09:50 AM
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Exploding awesomeness!
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QUOTE (mr.mario @ Aug 2 2008, 08:14 AM)
it's already possible,

in the engine file just use:
mask = sprite_add(etc)
object_set_mask(player1,mask)

there, your character has a mask,

and I should probably explain how attack animations work if you people start making characters,
if you look at the attatched image you'll find it has 6 frames, 3 of mario without his fist, 3 of mario's fist, the attacklength varible defined in punch1.gme says 3, meaning that 3 frames will animate, the player1attack object is made to always have the same sprite as mario and the same frame + the length of the attack, so in essence, the first half of your sprite contains the part that can get hit, the second half contains the part that does the hitting.

user posted image

So if we fill the tree last "boxes" with hands then it will be a tipple hit?


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mr.mario
Posted on Aug 2 2008, 10:52 AM
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and you people thought Mugen coded in GML would never work
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QUOTE (Mr. Bird @ Aug 2 2008, 09:00 AM)
This is WAY too confusing for me...

I'll make a character creator,


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OniLink10
Posted on Aug 2 2008, 11:10 AM
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C++ Programmer, Unofficial Physicist, and Unofficial Chemist
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QUOTE (mr.mario @ Aug 2 2008, 08:52 AM)
I'll make a character creator,

W00T! And where is the Download for the Version that can input Player 2?


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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mr.mario
Posted on Aug 3 2008, 12:40 PM
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and you people thought Mugen coded in GML would never work
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non-existant, it's not released yet, and I'm not going to untill I get AI and a decent menu system done

at boomb: no, the frames mearly serve as collisions

at Mr. Bird: it helps if you know GML

This post has been edited by mr.mario on Aug 3 2008, 12:47 PM


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mr.mario
Posted on Aug 3 2008, 05:35 PM
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and you people thought Mugen coded in GML would never work
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hey, does anyboady have any feature requests they want me to add to the version 1 beta


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OniLink10
Posted on Aug 3 2008, 06:11 PM
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Hmm, input of our own Levels and Music?


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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MegaTailzChao
Posted on Aug 3 2008, 06:21 PM
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So long, and thanks for all the fish.
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I'd kind of like to see stages that are more then flat ground. My biggest gripe about Mugen (And really traditional fighting games in general) is that though they look different, every stage is basically the same. Enable some obstacles, maybe allow stages to have traps of some sort.

This post has been edited by MegaTailzChao on Aug 3 2008, 06:22 PM


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mr.mario
Posted on Aug 3 2008, 06:36 PM
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and you people thought Mugen coded in GML would never work
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QUOTE (OniLink10 @ Aug 3 2008, 06:11 PM)
Hmm, input of our own Levels and Music?

music is already possible, and stages and obstacles won't be that hard to add

This post has been edited by mr.mario on Aug 3 2008, 06:52 PM


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mr.mario
Posted on Aug 6 2008, 01:56 PM
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and you people thought Mugen coded in GML would never work
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here is the V1 demo, what is new in this release:
  • completely new sprites, Artee's rips were too incomplete to make a character out of
  • Mario has a new attack, press A in the air to do an air kick
  • fire balls are finished, except for sound
  • I've started a sparks system, currently mario's fireballs create small sparks on impact
  • can load player 2
  • prelimenary AI done, player 2 will run at you when your on the ground and attack when he's close
the loading system is slightly different, Gmugen will ask you for an engine file, go to characters/mario and open marioengine.gme, then it will ask you for another engine file, go to the same directory and open p2marioengine, then the game will start

coming up in the next release:
  • loading different stages
  • improved loading system
  • stage obstacles and platforms to stand on
  • better player hit reactions
  • I'm making 2 new characters, Ness and Spider-man
  • stages for the new characters: Onett and New york
  • improved AI
  • more sparks
  • instructions for replacing sparks and annoncer voice with your own stuff
  • specials and hypers will be implemented
I am also starting on a character maker, when I release it depends on when it works enough to make a simple character

link: http://www.sendspace.com/file/na8c01

C+C

NOTE: the engine in this release has problems with reseting, so if you play it more than once your gonna have to restart or experience some very odd glitches, I'll fix it before V2

This post has been edited by mr.mario on Aug 6 2008, 02:06 PM


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SuperMarioMaster
Posted on Aug 6 2008, 02:31 PM
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It's been real
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Spider-man?
Anyway I'm downloading this now


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mr.mario
Posted on Aug 6 2008, 02:33 PM
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and you people thought Mugen coded in GML would never work
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QUOTE (SuperMarioMaster @ Aug 6 2008, 02:31 PM)
Spider-man?
Anyway I'm downloading this now

what he's an awesome character cool.gif


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mr.mario
Posted on Aug 6 2008, 10:19 PM
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and you people thought Mugen coded in GML would never work
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BTW if anyone has any Ness sounds I'll take them


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Waluigi2
Posted on Aug 7 2008, 03:31 AM
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Proud North Melbourne supporter since 1996
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you can get them from the brawl central forums, I think they're down though.


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MegaTailzChao
Posted on Aug 7 2008, 03:47 AM
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This sound file has every single one of his sound effects.

If you can't separate them yourself, then I might consider doing it for you if you ask nicely enough.


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mr.mario
Posted on Aug 7 2008, 09:21 AM
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that would be awesome, I have no spliting software what so ever


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mr.mario
Posted on Aug 10 2008, 01:17 PM
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and you people thought Mugen coded in GML would never work
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bump


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