Newest Post: A Special Character Release...

Good evening, readers. After years of reseaching and experimentation stuff, I finally completed a playable character, but as you can guess,  they will feature a new style format, being very different from what you are used to see in my old characters. You may even be surprised when seeing this character. It is not either Void.Schmelze or x00x00x... Ner'zhul.Seraphim: My first functional SuperNull playable character after 8 years of "hiatus", which has been  powered by the VoidShell library, allowing her to withstand most of the remote attacks while counterattacking her enemies when necessary. Contrary to other characters you have seen in the engine, she does not use a lot of visual  effects for her attacks but the ones she use are performed in an  ingenious way, so do not expect to see her full of VFXs. As she is remotely protected by her VSC threadworkers, she is virtually immune to all the CNS Obliteration and Player Replacement attack variants, so real defen...

M.U.G.E.N - Engine Patch Differences

Hello my fellow readers.

You probably noticed new engine patches that combine the functionality of 3v3 and 4v4 simul matches have been released for WinMUGEN and MUGEN 1.xx, but before proceeding to download them, you decide to know what makes these engine patches worth it.

Well, you are in the right place to know what improvements my engine patches feature, so let us begin!

Patch Feature - Adjustable Team Limit
(> Adjustable Simul Team Limit <)
Main feature of my engine patches is the adjustable team limit, which allow you to create simultaneous matches with a maximum of 4 characters, so 4v2 or 3v4 matches are now possible in this patch version.

Patch Feature - Corrected Versus Screen
(> Corrected Versus Screen <)
Versus screen is now capable of showing the characters' potraits, while a maximum of 4 player names can be displayed, depending on the engine version. 

Patch Feature - Position Adjustment
(> Position Adjustment <)
The other 4 characters will have their position X adjusted to their nearest partners instead of appearing on random locations when a non 2v2 simul match is selected. 

Patch Feature - Reworked AI System
(> Reworked AI Control Handling <)
The AI Assignment procedure for simultaneous teams has been reworked in order to allow the player to control a single character while the rest of them are now AI-controlled.

(> Miscellaneous <)
Additional code optimization and bug fixes had to be performed to improve the game experience for some engine patch versions.
4GB Extension is already implemented in these patches.

If you happen to detect any unseen bug while using these engine patches, do not hesitate to let me know it!

Well, this is all for today, so I hope you have found this blog entry interesting to read.

Have a nice day!

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