[HN Gopher] m.u.g.e.n. 2D Fighting Game Engine
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       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
        
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       (page generated 2022-04-09 23:00 UTC)