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[IDEA] THE FIGHTERS RESOURCE suggestions thread
Alright here's the thing. Up untill now, I've been coding the more basic things for TFRUnsureDtW in both MUGEN and MMF2. At first I was planning on continuing it in MUGEN and abandoning MMF2, but after a few things considered I have become unsure. So, I need a few opinions. Mugen or MMF2?
[spoiler]MUGEN:
Pros:

*The play style will most likely be better overall. It /is/ a fighting game engine that has been shown over time to be used to create decent stuff and full games. 

*It will also allow for a better AI and more fighting modes. (Team battles, a MvC styled tag team match, etc) It would also allow for a more traditional input (I'd be able to do the directional influence for the weak/strong attacks and hyper moves would be activated with a QCF or QCB input as well.

* I'd also be able to use up to 6 different character palette swaps for each character. 

* Internet play is also more likely.

*Rainbow mode would be easier to code

Cons:

*It would cheapen the feel. Instead of a engine developed by scratch, it's a premade engine. 

There would also be less customization.  I wouldn't be able to add interactive stages or such. 

*Also, each character would have a small selection of helpers instead of everyone having a large pool of assists.

* Certain assists would be hard to code or impossible, such as ones that grab. 

*I would also have to learn how to code certain moves, such as Midnight Moe. Theyre no way impossible, but it's the fact I don't know how to do them.

* Also spritalities would be performed when the meter used for specials or when an opponents health was at a certain point, not at the end of the match like MK

MMF2
Pros:
*In MMF2, I would be able to code interactive stages. Multi layered stages, conveyor belts, assists coming out to attack at certain times, the works. Stages would be in no way flat.

*More platforms. I would be able to export it as a flash file, exe, iPhone app, etc.  I would be only limited to what ClickTeam has for it's exporters.

*An actual story mode. In MUGEN, I would be limited to a tournament styles story mode. With MMF2, I would be limited to my imagination. Anything from a strict tournament to a SSE styled beat em up. 

*If custom costumes are available, there would be able to be actual costumes. In MUGEN, it would have to be solely palette swaps

*Unlockables. I could set up an unlockable character system, in which getting through certain parts of a mode would give you a password to unlock a character. 

*Spritalities would be at the end of a match, like MK

*A more indepth  mode select 

*Easier stage animations

*Mini games would be easier to do, and better implemented 

*Each character would have the same large pool of assists. I would also be able to do an item such as a the assist trophy, which would call an assist when grabbed.

*The training mode would actually use a specific dummy, instead of an actual playable character.
Cons:
*The AI would be more predictable and not as developed.  

*Less multiplayer fighting modes

* While not necessarily a con, the input system would use six buttons instead of a two button with forward or backward input effecting the move. 

*Not necessarily a con either, but the hyper moves would be different. One button would be the "hyper button" Depending  on the Hyper meter, a different move would be performed. 



[/spoiler]

In the tags there are pros and cons between the two. No matter what, a demo will be released next Monday. I just dont want to get two different engines up to a presentable demo mode during a vacation.


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RE: [IDEA] THE FIGHTERS RESOURCE suggestions thread - by [robo9] - 03-19-2012, 05:58 PM

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