JMDesigns: Game Mods - M.U.G.E.N. |
My portfolio featuring my work with the PC fighting game engine M.U.G.E.N. from Elecbyte.
|
Welcome to my game mods portfolio! Here is where you can see some of the material I have created as mods for various games.
Hello! Before you continue on with this page, let me share this with you. Your participation for this brief section is voluntary, so you can skip this section if you choose. Your involvement is very much appreciated should you take part in this brief offer.
All of the material here is provided for free and for educational purposes. When I am not blogging, I am trying to make content to my creative works studio, JMDesigns (you are here). Donations can help me to provide more content and even finance getting certain programs and licenses. Would you like to donate to support my creative work on ? Donations to JMDesigns are voluntary, but would be appreciated:
Having said that, enjoy the rest of this page! Thanks for your involvement (if you did so here)!
All of the material here is provided for free and for educational purposes. When I am not blogging, I am trying to make content to my creative works studio, JMDesigns (you are here). Donations can help me to provide more content and even finance getting certain programs and licenses. Would you like to donate to support my creative work on ? Donations to JMDesigns are voluntary, but would be appreciated:
Having said that, enjoy the rest of this page! Thanks for your involvement (if you did so here)!
M.U.G.E.N.
Since its release on July 17, 1999; MUGEN (styled "M.U.G.E.N.") has served as the premier PC fighting game engine. It has been the basis for which people have taken other games and other personalities and put together a bevy of characters and stages. MUGEN was made by Elecbyte and is a free and open-source program. People have put together dream 2D fighting matches with it along with a handful of oddball fights. Regardless, MUGEN is worth the download. While many people (especially car lovers like myself) with Honda's tuning department in regards to MUGEN, MUGEN actually means "unlimited." MUGEN also translates to "infinite" and "dream."
Many people have hundreds of characters and stages in their MUGEN. On Twitch, channels like SaltyBet and Spriteclub are the two main Twitch streamers consistently showcasing MUGEN battles. Both are popular for letting people bet currency (fake currency, of course) on figuring out who will win each match. SaltyBet is much more popular with some 7K or so characters and hundreds of stages. Spriteclub, however, is one that is updated constantly and welcomes new content from creators.
It is hard work to make a character or a stage for MUGEN- even if you are trying to work with content from existing games. However, it is not difficult making content for this game. I tried long ago to make my own characters, but never got anywhere really. It was only recently that I got the itch to try to make material for MUGEN as I was watching match after match on SaltyBet's Twitch channel.
Now that you know a little about MUGEN, let me share with you my work. Bear in mind this is all work-in-progress material and that I will be adding more material as I make it all available.
M.U.G.E.N.: Logo Screen
Like any of the finest works, nothing brings you into the realm of something without some kind of welcome. A start for MUGEN is to create a proper logo screen. It is one of two different storyboard pieces you can add to your MUGEN from your system.def file for a screenpack. The logo screen could also double as a loading screen if you intend on trying to load something up or have some kind of screen showcase some kind of opening. While an logo screen is interesting, it is completely optional. You do not need to have a logo screen for your MUGEN.
I attempted to make my own logo screen to basically serve as a loading screen. While it is meant to be a screen with animations, here is a still image of my logo/loading screen for my MUGEN:
I attempted to make my own logo screen to basically serve as a loading screen. While it is meant to be a screen with animations, here is a still image of my logo/loading screen for my MUGEN:
As you can see, I made a screen basically to introduce the player to the game. When making your own game with MUGEN, this is one of many different options you can consider. You can also add background music if you like.
One thing I had to do with my animation was make the animation all one piece. I was not sure how to make two different animation pieces and have them both go side-by-side, so what I ended up doing was combine both into one animation sequence and do a real makeover of the light arrows. I became pleased with the results. Everything was done using GIMP. I admit I was getting better with GIMP in attempting to modify art material for MUGEN. Previously, I was pretty comfortable using Photoshop.
One thing I had to do with my animation was make the animation all one piece. I was not sure how to make two different animation pieces and have them both go side-by-side, so what I ended up doing was combine both into one animation sequence and do a real makeover of the light arrows. I became pleased with the results. Everything was done using GIMP. I admit I was getting better with GIMP in attempting to modify art material for MUGEN. Previously, I was pretty comfortable using Photoshop.
M.U.G.E.N.: Intro Sequence
If you are feeling bold and want to introduce an amazing opening video, try designing an introduction for MUGEN. People design opening videos complete with multiple animations and even music. Introductions are completely optional, but you can really add some personality to your MUGEN by simply making an interesting introduction to the game. You certainly want to do this if you are making something totally unique.
I had no idea how to create a real storyboard for MUGEN. So what I did was take the ending credits for Kung Fu Man and simply drop it into the system.def file for my MUGEN screenpack. The point of this was to get an idea of making an introduction for MUGEN. I actually have planned to come up with some kind of system to where I can make a vertically scrolling introduction that I hope to use for MUGEN characters. I also have had such plans to design something similar for making an ending both for characters and the game.
If I make some interesting intro for for a project, I surely will share my creations with you all.
I had no idea how to create a real storyboard for MUGEN. So what I did was take the ending credits for Kung Fu Man and simply drop it into the system.def file for my MUGEN screenpack. The point of this was to get an idea of making an introduction for MUGEN. I actually have planned to come up with some kind of system to where I can make a vertically scrolling introduction that I hope to use for MUGEN characters. I also have had such plans to design something similar for making an ending both for characters and the game.
If I make some interesting intro for for a project, I surely will share my creations with you all.
M.U.G.E.N.: Characters
With the right amount of creativity, anyone can make any kind of character for MUGEN. The only thing that remains outside of putting together the sprites and such are the coding and the sounds. Characters can be as simple as putting together a simple image in Microsoft Paint to taking actual sprites from licensed content. Some people are even good at making vector graphics or 3D renders and making characters that way. Characters themselves can range from proper fighters to cheap characters with one-hit knockout (OHKO) moves. No matter what, MUGEN never falls short on variety in character design.
What you are going to see here are some of my own creations as well as some of my thoughts, So enjoy your time here...
What you are going to see here are some of my own creations as well as some of my thoughts, So enjoy your time here...
The model on the left in the image above was a vector model I quickly created in Inkscape. Afterwards, I used Photoshop to change the sprite to Indexed Color. I later used a program called Fighter Factory to make it a proper, usable character in MUGEN. This is only the first step in gaining experience and confidence in making characters for MUGEN.
One of my issues in making content for MUGEN was that I had problems trying to import everything and make sure they all look great. That all changed when I discovered Fighter Factory 3. You see, I've been using Fighter Factory Ultimate a lot as well as Fighter Factory Classic. Both programs have been inconsistent at times and has been unable to properly load things I try to access. So when I downloaded Fighter Factory 3, work was made a lot easier for me. I became a bit more confident in what I can actually do. The above picture was evidence of this, as I was able to quickly load MUGEN to test my characters prior to trying to do anything further.
Originally, an issue I noticed was that I was using a template. So I had to adjust aspects of my dummy character. Namely trying to delete a number of frames and animations. I also had to edit the hitboxes so that my test character could be properly animated and coded. When you create a character, one thing you have to do is load up the sprite as well as the animations file (*.air). The Animations file can be edited in a simple text editor (such as Notepad). However, using Fighter Factory 3 makes the work a good bit easier, and you can actually see your animations in action while also being able to properly edit them.
Originally, an issue I noticed was that I was using a template. So I had to adjust aspects of my dummy character. Namely trying to delete a number of frames and animations. I also had to edit the hitboxes so that my test character could be properly animated and coded. When you create a character, one thing you have to do is load up the sprite as well as the animations file (*.air). The Animations file can be edited in a simple text editor (such as Notepad). However, using Fighter Factory 3 makes the work a good bit easier, and you can actually see your animations in action while also being able to properly edit them.
A true story is that I long planned on making my own characters in MUGEN, but I lacked the experience and confidence back then to make anything. Now that I have rediscovered MUGEN, I have some new confidence in making material for MUGEN. It is all still a learning experience to try to make new material. I have NO interest in re-creating material from other games or even licensed entities. Making completely original material is tough for MUGEN. However, the risk-reward is amazing.
Now about those templates...
Now about those templates...
M.U.G.E.N.: Templates
The easiest and fastest way to make characters is to use templates. You can still make characters without templates for programs like Fighter Factory, but the work will take much longer without a template. All you need to make a basic character is by taking Kung Fu Man (KFM) and edit it substantially to something you can use. If you plan on using characters that are not four-button characters like KFM, you will need to do some extra editing. Some characters are six-button characters, utilizing two different levels of punches and kicks while also having two extra buttons for the strongest punch and strongest kick. Some characters have two buttons, and maybe three.
What is most important in template building for characters is in defining the basic mechanics of your characters. Once you set the mechanics, you can then worry about putting together sprites. It is still a lot of work trying to make characters, so anything you can do to make the process easier is a big help. Some extra coding on your end will help to define the commands and animations for characters. You can essentially make your own KFM edit, or you can make characters with a different set of dynamics based on the style of your character. Either way, making even a cheap character is a lot of work to especially make something unique.
What is most important in template building for characters is in defining the basic mechanics of your characters. Once you set the mechanics, you can then worry about putting together sprites. It is still a lot of work trying to make characters, so anything you can do to make the process easier is a big help. Some extra coding on your end will help to define the commands and animations for characters. You can essentially make your own KFM edit, or you can make characters with a different set of dynamics based on the style of your character. Either way, making even a cheap character is a lot of work to especially make something unique.
M.U.G.E.N.: Stages
Characters in MUGEN need stages for which to contest battles in. So this is where coming up with stages come into play. As long as you know what you're doing, it is possible to simply take one static image and make that into a MUGEN stage. More elaborate and detailed types put together MUGEN stages based on a handful of individual frames. Animations of many kinds also come into play. And again- a combination of original stages and stages from other games make up MUGEN's lineup of stages.
You will see some of my own attempts in this section. Enjoy!
You will see some of my own attempts in this section. Enjoy!
M.U.G.E.N.: Screenpacks
The modding potential of MUGEN even extends into various screenpacks. In the time I was coming up playing MUGEN, screenpacks such as "BrokenMUGEN" and "Everything vs. Everything" were the popular screenpacks for this game. What is a screenpack? Well, it is a collection of images meant to dress up your MUGEN. A lot of these screenpacks are based on real games. Only a certain few are done originally and not based on any game or other licensed material. Screenpacks range from visual modifications to the main menu, the character select screen, the versus screen, the actual fighting screen itself, and any victory screen. So you can cover loads of ground with this feature.
As I was trying to get myself to make characters and stages, I eventually went into trying to design screenpacks. There are two dynamics to screenpacks- the visual elements and the coding. You can try all you want to build your own screenpack for MUGEN- it all means nothing if you don't test it and code everything properly. It is best you use your own Paint program to map out how you want to design your screenpack.
This picture below is a Work in Progress of me trying to make a proper fight screen as I try to build my own MUGEN:
As I was trying to get myself to make characters and stages, I eventually went into trying to design screenpacks. There are two dynamics to screenpacks- the visual elements and the coding. You can try all you want to build your own screenpack for MUGEN- it all means nothing if you don't test it and code everything properly. It is best you use your own Paint program to map out how you want to design your screenpack.
This picture below is a Work in Progress of me trying to make a proper fight screen as I try to build my own MUGEN:
I plan on making my own screenpacks in case I come up with some interesting and unique ones and offering them to those who have MUGEN. So stay tuned to this page for if and when I come up with screenpacks for you all.
I will have more material to share in future edits. So make sure to Bookmark this site or something to keep up with the latest material.
Last call! Remember your participation for this brief section is voluntary, so you can skip this section if you choose. Your involvement is very much appreciated should you take part in this brief offer.
All of the material here is provided for free and for educational purposes. When I am not blogging, I am trying to make content to my creative works studio, JMDesigns (you are here). Donations can help me to provide more content and even finance getting certain programs and licenses. Would you like to donate to support my creative work on ? Donations to JMDesigns are voluntary, but would be appreciated:
Having said that, thank you for viewing this page! Thanks for your involvement (if you did so here)!
All of the material here is provided for free and for educational purposes. When I am not blogging, I am trying to make content to my creative works studio, JMDesigns (you are here). Donations can help me to provide more content and even finance getting certain programs and licenses. Would you like to donate to support my creative work on ? Donations to JMDesigns are voluntary, but would be appreciated:
Having said that, thank you for viewing this page! Thanks for your involvement (if you did so here)!