[HN Gopher] m.u.g.e.n. 2D Fighting Game Engine ___________________________________________________________________ m.u.g.e.n. 2D Fighting Game Engine Author : tomsonj Score : 49 points Date : 2022-04-09 20:27 UTC (2 hours ago) (HTM) web link (www.elecbyte.com) (TXT) w3m dump (www.elecbyte.com) | JonathanMerklin wrote: | Used to play a fair bit of MUGEN growing up. I remember waiting | years and years to see "the next part" of Kung Fu Man's story... | | Also, I want to use this comment to shout out a creator I looked | up to in those days: the late, great Reuben Kee. That guy had | creative output that I still don't think anything I've done | possibly ever holds a candle to. Not sure what the average | character looks like these days but words can't describe | how...different - polished - just plain old _awesome_ Dragon Claw | was. Even his Evil Ken /Evil Ryu made almost every other | character you could download feel like an unfinished rough draft | in comparison (save for those made by a few other people who | really knew their stuff - Phantom.of.the.Server/PotS comes to | front of mind as the premier example). | | Someone else in this thread mentioned that 99% of web developers | probably wanted to be game developers. Messing with MUGEN files | to make the game "what I wanted" was one of the earlier | experiences I had that taught me that software was not an | impenetrable wall and I didn't have to be afraid to "touch | anything" - just cautious where relevant. | | Haven't thought about this game in years (probably since the | height of SaltyBet's popularity). Thanks for the trip down memory | lane. | Valodim wrote: | Hah. Went through hell and back with the MUGEN community back in | the day :) | | It's actually an interesting history in terms of copyright ethics | and open source. Story time: | | Around 2000, the general convention in the US and European MUGEN | community was that you could very strictly only use another | creator's stuff with their permission. If you were caught using | someone else's code (i.e. statemachine descriptions), hitboxes, | or anything else, you would most likely be banned from the | community forever. This happened to a lot of people, some decided | to just leave, around others it caused a huge amount of drama. | | Now, the weird part is that MUGEN was a community built entirely | around ripping sprites from proprietary fighting games, and using | them to build characters. Sure there were original works, but | that was a small amount by comparison. But the part about asking | for permission _also_ included not using sprites that other | people ripped. Ripping sprites in different ways would sometimes | cause recognizable patterns, e.g. the way that palettes of PNGs | were ordered. | | There was a lot of culture built around this "respecting | creator's wishes" idea. In particular, if you couldn't get a hold | of a creator to ask for permission, you just couldn't use their | stuff. Which meant all the work of creators who had moved on from | the community, and couldn't be reached, was impossible to built | upon. If you wanted to create a character, you were expected to | start by ripping the sprites from the game yourself, or get | permission to use the sprites from someone who had done so. There | were several stories of well-known creators who created amazing | characters, but were shunned from the community when someone | found out they had reused sprites that someone else had ripped | without permission. | | At the same time, the original creators of MUGEN - Elecbyte as | featured here - had vanished for many years. The latest official | version of MUGEN they had left was Linux only, and a version | before that for Windows 98. Noone used the Linux version, and it | had some slight incompatibilities due to new features, so the | community was stuck on the Windows 98 version. When Windows XP | became popular, this caused a lot of problems because the Windows | 98 version just wouldn't reliably run and DOSBOX hadn't yet been | around. | | However - Elecbyte had sent a Windows-Build of the newer MUGEN | version (that was officially only released on Linux) to a few | folks who had donated to them, before they vanished. This version | not only worked under Windows XP, but also brought improvements | with it, particularly a capability to use higher resolution | sprites. But the whole culture of respecting creator's wishes | obviously and especially also applied to Elecbyte, and they had | specifically asked not to pass the Windows version around. | | So obviously, this led to a situation where slowly but surely | everyone used the Windows MUGEN and it became the de facto | version, but noone could admit to it or talk about it. The | Windows version was passed around hush-hush, everyone holding up | appearances that they certainly would never disrespect Elecbyte | by using it against their wishes. | | Crazy times :) | | In 2007, things came to a head. Me and a couple other folks | decided to completely turn mugenguild.com, then the largest MUGEN | community (I don't know if it still is), on its head. We changed | our policy to fully accept reusing other people's work, that we | wouldn't police creator rights, saying that this was the only way | the community could prosper. We also said that WinMugen was now | accepted to use, because sticking to the DOS version was stupid | and would be the death of the community sooner rather than later. | | Some people _flipped out_ over this. There were comics drawn of | the involved people (including me) pissing on creators, a new | community was created (RandomSelect) as the declared new bastion | of creator rights. There were pages and pages and pages of a | whole spectrum of reactions, some gloating about their new | freedom, others lamenting the downfall of society as we know it. | | It was the worst of times, it was the best of times :) | throwaway82652 wrote: | Great story. It's always so weird to hear about how honor | develops among thieves. | jordemort wrote: | My favorite MUGEN-related thing is Salty Bet: | https://www.twitch.tv/saltybet | | This is a continuous stream of CPU vs CPU matches from a massive | collection of fan-made MUGEN characters, some of which are deeply | weird (Col. Sanders, anyone?) You can pay them for some fake | internet points to gamble on the outcome of the matches, but I've | found that watching all the strangeness that folks came up with | is entertaining enough on its own. | richdougherty wrote: | One of my friends worked on My Little Pony: Fighting is Magic, | based on this engine. I seem to remember I had a go at reverse | engineering the file format so we could script builds, rather | than going through the UI? My memory might be wrong though. I | didn't make much progress, if I remember correctly, and there | seems to be more documentation now. | | https://mugen.fandom.com/wiki/Fighting_is_Magic | oneoff786 wrote: | Later released as Them's Fighting Herds. | | (Stripped of has to ip and largely rebuilt from scratch) | hh3k0 wrote: | Man, me and my younger sister used to play MUGEN all the time on | gramps ancient computer (which he barely ever touched, as he | still preferred his typewriter). | | As another HN user has aptly put it: "Thanks for the trip down | memory lane", indeed. | dham wrote: | Mugen along with Don Miguel translations of RPG Maker and 2d | fighter maker 95 is how I got into programming. I'm guessing 99% | of web developers today probably wanted to be game developers. | | All I wanted to do was make Dragon Ball Z games. At the time | 1998/1999 there were only Japanese versions of DBZ games as | illegal roms. I created a few DBZ characters for Mugen, 2d | Fighter maker 2nd and made an RPG maker game. | | I used to collaborate with other creators over AIM making | characters and other things. Some people would rip sprites and | edit them and I would code them. The thought of remote work being | a thing now is funny as I was doing remote work when I was 12 - | 17 years old | | I remember liking Mugen over Fighter Maker at the time because a | character could be backed up to a floppy disk where as I had to | use my dads zip drive to back up a Fighter Maker character. | LAC-Tech wrote: | Do you by any chance remember a 2D bootleg dragonball game | called "Vegetas Wrath"? It was a one player side scrolling beat | 'em up, and I think it used sprites pulled from SNES games like | Hyper Dimension and Butoden. | | I remember playing it some time in the early 2000s when DBZ was | big here in NZ (a few years behind the states, as normal). | flobosg wrote: | > Don Miguel translations of RPG Maker (...) is how I got into | programming. | | Same here, but I never finished any game. I spent most of my | time dissecting other people's projects and engines. With some | creativity you could do impressive stuff despite the | limitations. | tomatowurst wrote: | For me it was DarkBasic that got me into coding. | | I discovered it in a game magazine and immediately downloaded | it and it was a whole new world. It had its own weird GUI that | was rendered in full screen, and there are almost NO youtube | videos of some of the impressive demos like the 3D FPS Yeti | game and others. | | My early teen years were filled daydreaming of games I could | make on it and thinking it was easy because well, Basic, I | ended up spending most summers just running other peoples code, | creating levels that never saw any use. | | edit: nope I was wrong! found this old footage, brings me back | memories | | https://www.youtube.com/watch?v=PiKLEtSg9io | dham wrote: | Oh yea DarkBasic. Good times. Do you remember the jetski game | it came with. I never really made anything with it. Just got | bits and pieces of stuff. I bought a license for Blitz Max | and Blitz Basic also. | mysterydip wrote: | I went whole hog down the Blitz route: basic, plus, 3D, | max, and finally monkey. I'm actually back to using | BlitzMax for a project right now! Weird nostalgia plus re- | learning. | Trasmatta wrote: | > The thought of remote work being a thing now is funny as I | was doing remote work when I was 12 - 17 years old | | +1. Companies were surprised that remote work "works". But many | of us were basically doing remote work as hobbies during the | 90s (or earlier). Not to mention the countless amazing open | source projects done entirely remotely. | | I feel like the same logic could apply to doing work without | meetings. Somehow open source and hobby projects produce | amazing work without constant pointless meetings, and yet | managers think work would grind to a halt without them. | selfhifive wrote: | I'll have to thank you for contributing to my childhood | memories I guess. Used to play DBZ Mugen edition with my | brother for hours. | valyagolev wrote: | there's a good book on game design by David Sirlin that touches | on fightings a lot and tells interesting stories about them | | https://www.sirlin.net/ptw ___________________________________________________________________ (page generated 2022-04-09 23:00 UTC)