MUGEN Related: Suggestion to consider to improve GameSalad software?

LhyakLhyak Member Posts: 17
edited November -1 in Working with GS (Mac)
I don't know if this have been considered before so I'll go: why don't you implement to GameSalad a system like M.U.G.E.N. to do fighting games?

I've NEVER used M.U.G.E.N. before because I only own an Apple hardware/software but I have heard a lot about it and seen something in Wikipedia that it is focused in people with little to no programming knowledge/experience (like GameSalad) but with some artistic talent and patience to learn and it let you create commercial-quality 2D fighting games.

Sounds good, right? Would be nice to make a nice 2D fighting game for any iOS device using something like that and I can bet that fighting games are far more easier to do than any other kind of game because you only need a set of backgrounds (nicely done) and your fighters letting you much time focusing in designing your game concept than analyzing how to do it.

I repeat, this is a suggestion (a nice one I guess) but if you think it goes against anything you think, believe or whatever... please, let's be constructive, I never have the intentions to offend the GameSalad company nor the warm and nice community :D

Best wishes to all in making your game!

Lhyak.

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    Lhyak said:
    I don't know if this have been considered before so I'll go: why don't you implement to GameSalad a system like M.U.G.E.N. to do fighting games?

    I've NEVER used M.U.G.E.N. before because I only own an Apple hardware/software but I have heard a lot about it and seen something in Wikipedia that it is focused in people with little to no programming knowledge/experience (like GameSalad) but with some artistic talent and patience to learn and it let you create commercial-quality 2D fighting games.

    Sounds good, right? Would be nice to make a nice 2D fighting game for any iOS device using something like that and I can bet that fighting games are far more easier to do than any other kind of game because you only need a set of backgrounds (nicely done) and your fighters letting you much time focusing in designing your game concept than analyzing how to do it.

    I repeat, this is a suggestion (a nice one I guess) but if you think it goes against anything you think, believe or whatever... please, let's be constructive, I never have the intentions to offend the GameSalad company nor the warm and nice community :D

    Best wishes to all in making your game!

    Lhyak.

    I guess different play styles are covered by a lot of the templates available.

    I would, however, disagree that making a fighting game is 'easier' than other types.

    Fighting games are not just about the background and the two fighters. It's principally about balance and AI.

    The AI of your opponent has to be scalable for starters. It has to increase with difficulty, and as you progress. It has to always seem 'fair' (though I still call 'Seth' from Street Fighter IV a cheating bastard - 'become a part of me' my ass).

    Then it's providing enough variety by having a good roster of fighters. Each one has to have their individual moves etc.

    And then there's combos, blocks... you name it... the controls (look at SFIV on iOS for example - personally, I'm not a fan of that version!)

    Making a 2D fighter is a LOT of work. And probably one of the reasons you don't see many of them in general (and none from GS as far as I can tell).

    Cheers!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • gazjmgazjm Member Posts: 578
    quantumsheep said:
    I guess different play styles are covered by a lot of the templates available.

    I would, however, disagree that making a fighting game is 'easier' than other types.

    Fighting games are not just about the background and the two fighters. It's principally about balance and AI.

    The AI of your opponent has to be scalable for starters. It has to increase with difficulty, and as you progress. It has to always seem 'fair' (though I still call 'Seth' from Street Fighter IV a cheating bastard - 'become a part of me' my ass).

    Then it's providing enough variety by having a good roster of fighters. Each one has to have their individual moves etc.

    And then there's combos, blocks... you name it... the controls (look at SFIV on iOS for example - personally, I'm not a fan of that version!)

    Making a 2D fighter is a LOT of work. And probably one of the reasons you don't see many of them in general (and none from GS as far as I can tell).

    Cheers!

    QS :D

    +1

    I found implementing world peace easier than a fighting game!
  • LhyakLhyak Member Posts: 17
    quantumsheep said:
    I guess different play styles are covered by a lot of the templates available.

    I would, however, disagree that making a fighting game is 'easier' than other types.

    Fighting games are not just about the background and the two fighters. It's principally about balance and AI.

    The AI of your opponent has to be scalable for starters. It has to increase with difficulty, and as you progress. It has to always seem 'fair' (though I still call 'Seth' from Street Fighter IV a cheating bastard - 'become a part of me' my ass).

    Then it's providing enough variety by having a good roster of fighters. Each one has to have their individual moves etc.

    And then there's combos, blocks... you name it... the controls (look at SFIV on iOS for example - personally, I'm not a fan of that version!)

    Making a 2D fighter is a LOT of work. And probably one of the reasons you don't see many of them in general (and none from GS as far as I can tell).

    Cheers!

    QS :D

    Most of you say it is totally true: about the balance, the nice rooster and that all the chars have their individual moves, specials, etc. But I guess that is the charm on making a fighting game... well at least to me because I've been always more appealing to fighting games (and shooters) than anything other.

    For myself I rather prefer spend my time balancing my characters than figuring out how spawn characters, timing their intro into the scene, how to do scrolling backgrounds (T.T), adding physics, how to use the accelerometer, etc.

    And talking about the Street Fighter IV for iOS is the "why" I would like to make a fighting game!! I love that SF IV!! (I own it for iPhone). I guess CAPCOM made a nice and interesting game with that avoiding complex command inputs making the game very well playable in a button-less device!!

    Again, that is just me :P

    Also, would be nice to add to GameSalad software something that let us do micro-transactions (to sell virtual items acquired with real money)

    Best wishes! :D
  • quantumsheepquantumsheep Member Posts: 8,188
    Lhyak said:
    Most of you say it is totally true: about the balance, the nice rooster and that all the chars have their individual moves, specials, etc. But I guess that is the charm on making a fighting game... well at least to me because I've been always more appealing to fighting games (and shooters) than anything other.

    For myself I rather prefer spend my time balancing my characters than figuring out how spawn characters, timing their intro into the scene, how to do scrolling backgrounds (T.T), adding physics, how to use the accelerometer, etc.

    And talking about the Street Fighter IV for iOS is the "why" I would like to make a fighting game!! I love that SF IV!! (I own it for iPhone). I guess CAPCOM made a nice and interesting game with that avoiding complex command inputs making the game very well playable in a button-less device!!

    Again, that is just me :P

    Also, would be nice to add to GameSalad software something that let us do micro-transactions (to sell virtual items acquired with real money)

    Best wishes! :D

    Oh, trust me, I LOVE fighting games too! :D

    I've been playing Street Fighter since it came out for the SNES - and I just never got on with the iOS version :(

    On the Nintendo 3DS though - it is truly incredible - give it a go if you get the chance!

    I understand what you're saying about rather balancing stuff than making things spawn etc - and this is where templates come in, having done a lot of the hard work for you.

    The only fighting game template I know of was something Wayne came up with - it looked very nice (it used characters from Street Fighter!) and was good in showing you how to constrain hit boxes etc - but I can't remember if there was any AI in it...

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • LhyakLhyak Member Posts: 17
    quantumsheep said:
    Oh, trust me, I LOVE fighting games too! :D

    I've been playing Street Fighter since it came out for the SNES - and I just never got on with the iOS version :(

    On the Nintendo 3DS though - it is truly incredible - give it a go if you get the chance!

    I understand what you're saying about rather balancing stuff than making things spawn etc - and this is where templates come in, having done a lot of the hard work for you.

    The only fighting game template I know of was something Wayne came up with - it looked very nice (it used characters from Street Fighter!) and was good in showing you how to constrain hit boxes etc - but I can't remember if there was any AI in it...

    QS :D

    Yeah! the SNES SF was awesome! And I wish I could check the 3DS version if the 3DS itself wasn't that expensive here (-_-)...where I'm from the mere 3DS is priced in retail stores of (changed to U.S. dlls) $480... so never that I buy it for now.

    Going back to the topic, well I have to say that I'm still learning GameSalad: watching tutorials, reading post in the fantastic forums and analyzing one to another games that the GameSalad system have to learn how the things are done.

    Maybe THAT is my little "worry", because when you are new to something and do not know where to start you bet for the easiest thing you know best (Fighting here). But I already have my GameSalad project in mind: game concept, chars, story, etc. Now I'm just trying to figure out how to do it on GameSalad hehe.

    Bests of lucks!

    Lhyak :D
  • b2iscoolb2iscool Member Posts: 135
    seriously!? it really can't get much easier than gs not dissing it can do some pretty incredible things for being so user friendly but you wanna go even further than this you can do so much more w/o template constrained items and figuring out the logistics of a game is the fun part! the lame part is running into problems with "coding" which you dont really have to worry about to much with gs haha
  • lexanderlexander Inactive, Chef Emeritus Posts: 6
    M.U.G.E.N. was awesome!
  • LhyakLhyak Member Posts: 17
    lexander said:
    M.U.G.E.N. was awesome!

    That's what I've heard :)
  • FranzKellerFranzKeller Member Posts: 517
    I played MUGEN on my windows 98 pc in the old days. Some people still are working with it!

    It would be VERY nice indeed to have a MUGEN port, update or clone to use in developing fighters for iOS, etc.

    It would be a great GS group project to code a fighting game engine!
    I'd love to contribute some artwork, music, voices.
    (ha ha GS vs Unity or Game Maker ;-)

    yet do listen to the Sheep! Coding such a thing is NOT "easy" (I have done a couple simple martial arts games over the years) and it is even harder to produce such a game that is actually fun ;-) or balanced.
    (which endless so-so fighters over the years will reveal)

    I could see it as a separate, or related product to GS,
    which is more suited to puzzle games, platformers and spaceship shooters.
    (Perhaps contact the original MUGEN team? Even though who knows, they may be at it allready...!)

    HADOKENN!
    Lhyak said:
    I don't know if this have been considered before so I'll go: why don't you implement to GameSalad a system like M.U.G.E.N. to do fighting games?

  • FranzKellerFranzKeller Member Posts: 517
    Can somebody retitle this thread MUGEN or something?

    (remember - for ease of reading, always title your threads in a descriptive way)

    We should get a team together to make a fighting game engine in GS?
    after some of the "roadmap" improvements arrive ( ie sprite flipping )



    zany fun for all.
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