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Mugen-afied smash bros

Formula1

Smash Apprentice
Joined
Sep 18, 2007
Messages
178
I'm just wondering how much ya'll think having MUGEN-like smash bros would be nice.


This is mugen
http://www.mugenhistory.com/

And Mugen smashbros would mean....
-As many Downloadable characters as modelers make
-As many downloadable Stages as modelers make
-Customized music and Cusomixable graphics

Pretty much it would mean all those third party characters that everyone would want could be recreated and de-copyrightafied (instead of mario its Fario) thus equalling into what I believe to be

The Ultimate Smash Bros
 

Ouendanation

Smash Ace
Joined
Sep 22, 2007
Messages
921
Location
ctf_2fort
That would be pretty cool. Someone should make a team to make that, since a lot of characters don't exist, and there would still be stages and screenpacks to make. And there's a Master Hand character, too.
 

Marthmaster92

Smash Champion
Joined
Jun 29, 2006
Messages
2,564
Location
Stuck between a parallel dimension of code and you
I think this is an awesome idea. Yeah, we have brawl coming out. that's all fine and dandy. but the ability to make as many characters as you want, and the ability to import characters from other games would be awesome as well. Instead of just a normal smash bros, it could be universal, meaning that any character that's made on MUGEN would be able to be put in.

Good luck with this.

W00T 2100TH POST!
 

Formula1

Smash Apprentice
Joined
Sep 18, 2007
Messages
178
See what i would want though Is a completely programmed smash bros game, And use models like original smashbros

Just because Mugen isn't about timing, trickiness and small combos but more about strings of combos allowing an entire match go as a perfect game.

Also I don't know about the ringout situation, which i believe to be a huge problem

But if ya'll want to still do it then...
We'd have to come up with graphics, and a basic character style to allow...
Blocks, Dodges, Rolls, Grabs, Throws (I say five- press grab again in order to put enemy into a wrestling combo)
9 A's
4 B's

Also coding for mugen is a little more complicated then I would like

PS: Sakirsoft.com has a new mugen that is a little more trust worthy in terms of viruses then current versions go take a look!
 

Ouendanation

Smash Ace
Joined
Sep 22, 2007
Messages
921
Location
ctf_2fort
See what i would want though Is a completely programmed smash bros game, And use models like original smashbros

Just because Mugen isn't about timing, trickiness and small combos but more about strings of combos allowing an entire match go as a perfect game.

Also I don't know about the ringout situation, which i believe to be a huge problem

But if ya'll want to still do it then...
We'd have to come up with graphics, and a basic character style to allow...
Blocks, Dodges, Rolls, Grabs, Throws (I say five- press grab again in order to put enemy into a wrestling combo)
9 A's
4 B's

Also coding for mugen is a little more complicated then I would like

PS: Sakirsoft.com has a new mugen that is a little more trust worthy in terms of viruses then current versions go take a look!
I'm not sure if I can program a roll yet, that might be a little complicated. I could program a wavedash, which would be very simple, really. It's just changing the X position.

So, I think we also need someone to make the screenpack and effects. We might need another coder, too, since I'm not an expert. We need to hurry and get more peoples, though. I'll make a topic on Mugen Infantry if you guys want.

EDIT: I can obviously program attacks and taunts, too (I'm not sure about 3, though)
 

Formula1

Smash Apprentice
Joined
Sep 18, 2007
Messages
178
Are we going to use mugen or make an entirely new one from scratch?

From knowing math the knockback concept is pretty simple

All we would have to do is
-Check angles of attacks to the center of a model
-Check percentages
-Add x velocity by Cos (angle) = x/(actual velocity x [1 + percent damage])
-Add y velocity by Sin (angle) = y/(actual velocity x [1 + percent damage])

From there I suggest we come up with a way to balance;
knockback
Speed
hit area
range
timing of attacks (certain attacks involve a wind up like ganondorfs and marios fair)
Damage
stun
and of course
Weight

From there we could work with hittesting of the stage to players (stage is one variable, characters are a seperate one)

And changing characters modes
-Detection of
-Duck
-Air
-standing
-Running
-Stun
-Weak status (after an up b is done
-Grab
-Attack

I clearly know the math, the programming language is the hard part....
 

Ouendanation

Smash Ace
Joined
Sep 22, 2007
Messages
921
Location
ctf_2fort
Are we going to use mugen or make an entirely new one from scratch?

From knowing math the knockback concept is pretty simple

All we would have to do is
-Check angles of attacks to the center of a model
-Check percentages
-Add x velocity by Cos (angle) = x/(actual velocity x [1 + percent damage])
-Add y velocity by Sin (angle) = y/(actual velocity x [1 + percent damage])

From there I suggest we come up with a way to balance;
knockback
Speed
hit area
range
timing of attacks (certain attacks involve a wind up like ganondorfs and marios fair)
Damage
stun
and of course
Weight

From there we could work with hittesting of the stage to players (stage is one variable, characters are a seperate one)

And changing characters modes
-Detection of
-Duck
-Air
-standing
-Running
-Stun
-Weak status (after an up b is done
-Grab
-Attack

I clearly know the math, the programming language is the hard part....
Not in C/++... Let's use MUGEN. Besides, I have a Mario that's styled after Smash and he works VERY similar to how he would in Smash. It's impossible to make it so that they get thrown off the screen and stuff, obviously. But this Mario has a great shield and everything. I might be able to contact the creator and ask him if we could use mario as a sort of template, just replacing the sprites and such.

So, should I make a "Super Smash Bros Brawl: Mugen Edition" topic on Mugen Infantry?
 

Formula1

Smash Apprentice
Joined
Sep 18, 2007
Messages
178
We should make sure this will happen first,
All too many projects I've seen with amatuer creators have fallen apart while the pro's stay dedicated and pick up all the slack

I hate when that happens
-And i've been on the amatuer side mostly sadly enough

Questions that ought to be asked are;
-What Characters are in?
-At what scale are these characters going to be (the bigger they are the less smash bros it will be)
-Can we make stages with platforms?
-What Animations will we make?
-Who can dedicate themselves to sprites?

Also can we create a step by step tutorial so that people can make characters pretty easily
 

Ouendanation

Smash Ace
Joined
Sep 22, 2007
Messages
921
Location
ctf_2fort
We should make sure this will happen first,
All too many projects I've seen with amatuer creators have fallen apart while the pro's stay dedicated and pick up all the slack

I hate when that happens
-And i've been on the amatuer side mostly sadly enough

Questions that ought to be asked are;
-What Characters are in?

Look on the "DOJO!!" and maybe we could keep removed characters in?

-At what scale are these characters going to be (the bigger they are the less smash bros it will be)

Medium Sized

-Can we make stages with platforms?

No, but we can still make cool Smash Bros stages. I have an awesome FD one.

-What Animations will we make?

Uh. Everyhing that's in Smash?

-Who can dedicate themselves to sprites?

There's guy on deviantART who's REALLY good at spriting and he's done one sprite of every Brawl character so far. I'll edit in the link if I can find it again. We might be able to get him to help.

Also can we create a step by step tutorial so that people can make characters pretty easily

There already are tutorials, and I'll do the coding. There's nothing to learn if someone isn't assembling and coding the characters.
Questions answered in quote
 

Formula1

Smash Apprentice
Joined
Sep 18, 2007
Messages
178
I guess you can post a thread on Mugen infantry then.
you seem to know whats good, do you want to lead this, (organize whos doing which character?)
-but I'm sure you might be busy with coding so....

I've tried some mugen tutorials however and they don't work as nice as I would like.
But maybe

I would need a base sprite to understand what medium truelly is

I honestly think we should do it on shegundo though
-The guy plans on making online possible and It's an actively updated program

Cool
 

Jammer

Smash Lord
Joined
Oct 9, 2007
Messages
1,568
Location
Blarg.
I played MUGEN for a very small bit, but quickly stopped when I realized all the characters were totally unbalanced. How would we keep the game balanced?
 

Formula1

Smash Apprentice
Joined
Sep 18, 2007
Messages
178
it's not someone,
It's we,
And sadly enough, theres not enough people to do it, Unless you decide, others decide and I decide on a good 20% of their time doing it. unfortunatly I do not believe I can do that, And i don't think enough fanbase is here to do it.

Truelly, what a sad ending to what a great game
And THe irony is,

I was a part of the ending...


@Jammer-We take concepts from mugen,
-Balance combo, far distance, cicumtral coverage and less laggy moves. While balancing in different powers and projectiles (clearly kirby wouldn't really be in... unless we could animate every smash bros character..................................................................................................................................................)
-While adding in different hitboxes

We'd add in some quarter turns as double smashes and of course add in five rotations = a final smash (A hate people who run away....)
 

Ouendanation

Smash Ace
Joined
Sep 22, 2007
Messages
921
Location
ctf_2fort
I guess you can post a thread on Mugen infantry then.
you seem to know whats good, do you want to lead this, (organize whos doing which character?)
-but I'm sure you might be busy with coding so....

I've tried some mugen tutorials however and they don't work as nice as I would like.
But maybe

I would need a base sprite to understand what medium truelly is

I honestly think we should do it on shegundo though
-The guy plans on making online possible and It's an actively updated program

Cool
1) Sorry it took so long to reply. I'll make a topic once Shugendo comes out. And I figure out how to code on it.
2) What tutorials did you follow?
3) Yeah, I'll lead this.
4)


I played MUGEN for a very small bit, but quickly stopped when I realized all the characters were totally unbalanced. How would we keep the game balanced?
That's because all creators are completely different. c
 

SirroMinus1

SiNiStEr MiNiStEr
Joined
Apr 18, 2006
Messages
3,502
Location
NEW-YORK-CITY
NNID
Ajarudaru
I'm just wondering how much ya'll think having MUGEN-like smash bros would be nice.


This is mugen
http://www.mugenhistory.com/

And Mugen smashbros would mean....
-As many Downloadable characters as modelers make
-As many downloadable Stages as modelers make
-Customized music and Cusomixable graphics

Pretty much it would mean all those third party characters that everyone would want could be recreated and de-copyrightafied (instead of mario its Fario) thus equalling into what I believe to be

The Ultimate Smash Bros
an ssbm or ssb based mugen would not have the important aspects of melee.
 

Formula1

Smash Apprentice
Joined
Sep 18, 2007
Messages
178
Good,
THat means it can be balanced

I used the tutorial that came with mugen...
 
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