Aug 16 2010 Music Tutorial 2 comments. Some characters make the music stop when they. A quick tutorial in how to add stages to Mugen, and assign them to characters. Good job so far. Let's see, AI (Artificial Intelligence) seems like may be a 10%. Also, have you thought about maybe doing a video on gameplay mechanics? Pausetimes, hit times, damage values, velocities, hypers, supers, stuff like that and how it comes together (or doesn't in the case of infinites and stuff like that). Kind of a thought crossed my mind recently of kind of a summary of all the work done on a character and what it leads to eventually. Kind of 'How it can all come together (both good and bad)' type of synopsis / conclusion video. Balancing issues and decisions and such that kind of come out towards release in the final stages. Mugen Character Maker Download FreeAccuracy versus originality issues maybe? Do you go for being 'game accurate' or try different ideas and such. Maybe even just a 'hey I got an original idea for.' Mugen Fighter Factory DownloadPlanning stages type stuff. Also maybe a kind of a 'tie it all together and put it through watch mode to see if something could happen that you hadn't really thought about' type check at the end. Playtesting / beta testing or whatever. Horse racing manager full download. Oo, also, hitsparks and making the sound files (including a channel = 0 discussion about stopping sound during get hits and such) and stuff like that too may be another 10%. Using the -2 states and vars and stuff like that too, But also, the game engine can only process so much info at a time and too many -2 states can cause a character slow down if not careful. Sorry 'bout the idea stuff here. I'm hoping I may have missed some stuff since my connection at the airport seems to keep going down halfway through the videos most of the time. The net connection at the airport here breaks every so often to reset connections. I usually try to adjust the sprite in the sff file for projectile alignment and such since using offset can lead to some nasty alignment problems if the character gets 'scaled' later on. Have you thought about a possible (later on anyway) discussion on how to use the scaling feature to adjust character sprite size and such? (oops, it is kind of an advanced subject though and does lead to some very interesting problems as far as alignment issues and such). Oh yeah, and one of my biggest things for people when starting out is to try and choose a character that they are familiar with because that will make it much easier to start out. Play the character a bit and try to get used to any quirks and such. But more feedback as well too is in order. Great job especially with the 'oops' and 'trial and error' stuff I've seen so far. Let's face it, a lot of times you don't really know what you may be getting into until after you try it. So, oops, I hadn't thought about it that way. Try another way. Go with what you feel comfortable with. Oh, but also remember that you can always 'update' if you find something later on or figure out something a little different. There's truly no set in stone way in MUGEN anyway. Many times things can be done several different ways, but some ways may seem to work better than others depending on circumstances. But yes, I really appreciate you including the 'oopses' very much Ryon. I also liked the cornerpush.veloff and such that was included in 3 to 6. But yeah, effort really appreciated on helping people learn different aspects of creation. Best to keep with the basics as much as possible when starting out.
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