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MugenBR Noticias - MugenBR News
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Bmt De Casa Nova
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Por .(O). as 04:30
Eu planejei várias coisas para celebrar meus 10 anos no Mugen (feitos no ano passado, diga-se de passagem). É, faz tempo!
A primeira coisa foi refazer a página antiga da BMT, dando um visual mais novo e fácil de navegar E agora estamos em nosso próprio servidor, então posso usar todo o poder de um CMS para manuseá-lo. O link antigo, no mgbr.net, ainda funcionará, mas redirecionará para o novo endereço automaticamente. O antigo endereço no Wordpress.com, http://www.bmtbr.wordpress.com, continuará tbem, mas com apenas um post, dando o link do novo endereço.
Então, de agora em diante, seu novo endereço para downlaods é http://www.brazilmugenteam.com
Opniões, please 

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I have planned a lot of things to celebrate my 10 years in the Mugen scene. Yeah, it’s been a long, long time!
The first thing was to remake the old BMT page, giving it a new, easier to navigate look. PLUS, now we’re on our own server, so I could use all the power of CMS to handle it. The old link, at mgbr.net, will still works, but will redirect people the the new location automatically. The Wordpress.com old address, http://www.bmtbr.wordpress.com, will still exists, but will have just one post, giving the link the the new one.
So, for now on, your new download address is: http://www.brazilmugenteam.com |
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Pdc Rc1 Released
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Por .(O). as 14:38
Hello you all.
As I promissed, here is the first alpha release of PDC. As the name sugest, its an alpha version, made to be tested by a lot of people, so shits could happen  This project was stoped many times (its from 2001), but now finally it is seeing the light. As you may know, the main goal of this project is to bring forgotten people from many games, not just to be a mugen version of SVC, so you will see people from different games.
 
 
 
 

So, I would like to enjoy to you all test this game, giving me feedback of what could be better, etc. Any feedback is welcome.
About the gameplay, controls, etc, go there: http://mugenguild.com/forumx/index.php?topic=95812.0
But, before to post something, I would like to inform some things:
1- some clsn are big. Its intentional (i'm not a KOF accurate creator, since I don't like KOF), and was made to add more attack range to the chars, since they are too small 2- The moves are easily done by pressing just one button. 3- Strikers are cool and I like they. 4- Its a closed game. The chars will works just inside this project. 5- The bosses and sub-bosses will be AI, but I left them playable so people could test it. 6- Keep in mind that, with some excepts like Haohmaru, Reayon, etc, this whole project was programed/adapted by me alone Its not a easy task
Know issues: - no simul and turn modes (because the striker bar will screw on this mode, since I haven't fixed it) - megaman and Lakitu has no hyper moves - I might let some moves on when they aren`t finished. - some big portraits aren't on the same style - Krang's second form needs to be reworked, since the graphics doesn't fit 100% the style (plus, its the only char that will be released as a normal char too). - Krang have some issues if you hit F1 too early on the round. - Some chars wil stay stand on the air. Its my fault but i could not fix it until the beta (I'm lazy and busy, I know).
I would like to thanx to many people that helped us...there is a credits file on the game root, and I know that I'm forgoting someone!
DOWNLOAD HERE (85mb): http://www.mediafire.com/?sharekey=7214fd8...55bea1b4ca8ca8c EDIT: If you hear no sound, get the fix at the same folder and put it on PDC`s data folder |
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M.u.g.e.n 1.0 Rc6
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Por DeLeTeBR as 23:41
Novo RC do mugen 1.0 lançado, as novidades:
Engine Changes
- CNS: New Trigger: Cond. This is a short-circuiting version of ifelse.
- CNS: Set to use precise floating point model; was previously using a less accurate model that might have caused strange rounding errors.
- fight.def: Added [Fightfx] section with scale parameter.
- Keyboard: Fixed bug where keyboard presses/releases are sometimes lost when other keys are pressed at the same time.
- Storyboards: now scaled to fit screen aspect instead of being cropped.
- Stages: Added displayname, versiondate, mugenversion, author parameters to stage [Info]. Stages older than 1.0 will have camera movement snapped to whole stage coordspace units.
Doc Changes
- Added description of special forms (ifelse, cond).
- Stages + Backgrounds: Fixed Parallax parameters description to match implementation.
- Other minor fixes.
Bug Fixes
- CNS: HitDef: Fixed bug that set default guarded getpower/givepower parameters to 0.
- CNS: AppendToClipboard and DisplayToClipboard: More robust handling of type mismatch scenarios.
- CNS: Fixed bug where Const trigger returned incorrectly-scaled values if player is in a temporary state of another player with a different coordspace.
- CNS: Fixed bug where AssertSpecial flag=invisible does not work during hitpauses.
- Display: Fixed Offset sctrl not scaling properly to coordspace.
- Display: Fixed fightfx explods being created with incorrect scale when character and system have different coordspaces.
- Display: Fixed projectile Clsn2 not being displayed in Ctrl-C mode.
- Fixed bug where loading malformed SFFv1 sprites would prevent the program from closing properly.
- Fixed character mugenversion date parser to reject malformed version strings.
Backwards Compatibility
- Fixed: ver2002 characters only: After a ReversalDef with p2stateno and p1stateno parameters has been executed, P2's state updates will lag behind P1's by 1 tick.
- ver2002 backwards compatibility: implemented bug where AssertSpecial flags that affect a single player are not reset each tick when the player is in a hitpause. Flags affected are: nostandguard, nocrouchguard, noairguard, noautoturn, noshadow, nojugglecheck, nowalk, unguardable, invisible.
- ver2002 backwards compatibility: implemented bug where the effects for the following controllers are not reset during hitpause: AngleDraw, PlayerPush, Offset, ScreenBound, Trans, Width.
- Mugen site |
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Aquaman By Zvitor V1.5
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Por .(O). as 15:50

Retorno do Rei!!! Meu char #1, o primeiro grande upgrade pro meu primeiro char, não fiz uma lista com o que mudou porque mudou bastante coisa, ainda tem alguns problemas nos sprites, como basicos repetidos e poucos sprites pros get hits, mas é 100% mais jogável, divirta-se. ——– Return of the King!!! My char #1, the first big update from my first char, i didnt made the “what is new” list, because is a lot of changes, still have some sprite problems, like clone basics and fews sprites to get hits, but is 100% more enjoyable char, so have fun.
Download here: Aquaman |
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Novidades Da Elecbyte - News From Elecbyte
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Por DeLeTeBR as 11:06
O blog do site da Elecbyte foi atualizado com algumas informações sobre o andamento da versão RC6 do Mugen, segue o post na integra:
QUOTE Status update Posted December 3rd, 2009
The project has hit a snag and is on hold.
...Just kidding!
RC6 has been slow to develop because we've been doing some long-delayed but much-needed cleanup behind the scenes. It won't have very many user-visible effects besides fixing a few obscure bugs, but it should make future engine development easier and more robust. We have also put in some testing features that may eventually form the core of replay functionality in a future update.
- R. - Mugen site |
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Mugenbr 5.0
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Por DeLeTeBR as 18:13
Depois de muito tempo, finalmente estamos com o novo design da MugenBR on-line !
Ainda tenho alguns ajustes para fazer, contudo o site está bem funcional.
O novo design foi feito pelo O Ilusionista, espero que todos gostem. |
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Roadmap For M.u.g.e.n
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Por DeLeTeBR as 12:05
Um interessante artigo foi publicado hoje no blog da Elecbyte referente as futuras revisões e versões do Mugen, uma leitura bem interessante para toda a comunidade, vejam:
QUOTE Hi all. My name is David and I'm one of the developers working on M.U.G.E.N. A lot of people have been wondering about the future of M.U.G.E.N itself and what features to expect in upcoming versions. Hopefully after reading this post, you'll have a better idea what we're trying to accomplish.
First, as we've stated before, our current priority is to fix the bugs in the 1.0RC series when it comes to content produced for the 2002 beta. We've been squashing bugs left and right and I think we're getting really close to start looking at new features. We have been reading the feature request section of the forum and I know it's a lot, but rest assured we're seriously considering what's being posted. There are a lot of good ideas that were proposed, but because of our limited time and manpower, we're forced to choose very carefully. I won't go over them one by one, but I do want to share some of the things we want to see in M.U.G.E.N.
1.0RC series (primarily bug fixes) - Bug fixes. - Limited number of added features. These will be limited to correcting issues with characters assuming 4:3 screens or specific resolutions.
1.0 Stable - Stable release of 1.0 series. Only bug fixes planned until 1.1 series is ready.
1.1 series (gameplay enhancements) - New cns features - Character independent Tag option (will be blogging on this later) - Additional support for full games. Nothing specific as of yet, but there will be more info as 1.1 gets closer. - Other enhancements that will improve gameplay.
2.0 - More expressive scripting engine - More customization over game objects - Modern graphics engine
So what's 2.0 then? This is our exciting new project! It's hard to tell right now, but if you remember our FAQ from way back when, we mentioned major changes. This is it. Our plan is to address all the things that M.U.G.E.N can't do currently and implement functions that make things easier to add the kinds of things people have been asking for.
For instance, one of our other developers, R, wanted to add this: 'Many of you have requested changes and extensions to CNS, such as additional state controllers and triggers, state handling for stages, functions and flow control, or additional sprite and anim standards. Many of these ideas have been around for quite some time, and yet we may seem oddly resistant to implementing them. Let me explain our reluctance to add some of these features.
CNS was designed from a very simple core through a gradual process of accretion, and has reached a state that we feel is rather unwieldy and yet quite restrictive. Given the limitations of CNS, we're amazed at what the community has achieved with the engine in its current form. Although it would be possible to retrofit any number of point fixes on top of CNS to patch its functionality in response to specific requests, we want to look ahead to a less straitjacketed, more general, and ultimately coder-friendlier solution. This means a move away from CNS to something else. We don't yet know what that will be, although we think we have some good ideas.
Now, we recognize that back-compatibility is important, so we plan to maintain support for legacy characters written in CNS, hopefully without requiring external converters or manual updates. However, the more complexity is added to CNS, the more difficult and error-prone it will be to maintain such compatibility. Therefore, major changes are less likely to be made in this area until the redesign of the state engine.'
This will be start of the 2.0 series.
Whew! That was a lot more than I expected! I hope everyone now has a better idea of what we're trying to do with M.U.G.E.N now and into the future.
- dfw - Mugen site |
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M.u.g.e.n 1.0 Rc5
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Por DeLeTeBR as 02:11
E novo RC lançado, as novidades:
- CNS: Fixed bug where teammode and hitdefattr were being evaluated incorrectly.
- CNS: Fixed bug where hit attribute string parsing could fail in expressions.
- CNS: Fixed bug where explod's Y position is displaced if explod is created on the first tick of the round on cut stages.
- CNS: Fixed bug where DestroySelf did not abort remainder of state evaluation. This could lead to crashes or indeterminate behavior depending on the controllers used after.
- Fixed bug where pre-1.0 stages with zoffsetlink are drawn displaced by upwards 1 stage unit.
- Mugen site |
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