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GohanSSM2

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Posts posted by GohanSSM2

  1. ePSXe supports some 'strange' resolutions and at the time I started doing the PSX stuff my monitor supported the 800x600x16 bit resolution (it was also the resolution I had Win98 set to on my computer desktop back til about 2005 when I switched over to WinXP). But at the time, ePSXe didn't seem to suuport the lower resolutions too well because of the PlayStation video output specs. Back then it was either pay for Bleem! or use ePSXe or try a video capture card (time = 2003). Playstation emulators were starting up around 2001 and fairly basic at the time. As far as 'Hall of Fame'... Too much politics throughout the ages. Also, a few have been popular over time but were kind of ones that "rode on others' coat tails" types. The nice part about MUGEN is you can see 'file dates' and stuff and afterwards you kinda realized who started what and did what and such. So that is a kind of "Hall of Fame / Hall of Shame" in and of itself really. Really, though, without Elecbyte there would be no MUGEN and without the internet there would be limited sharing ability. So I guess thank yous to everyone except Microsoft, since Microsoft can never seem to get things right!!!

  2. I'm trying to find the time to work on that Ryon. With working 6/7 days a week and all it gets rough (nights and days actually). Anyway, plans are to finish up Goten then on to Ginyu then afterwards on to Mister Satan / Master Roshi (hint Satan and Roshi will use Young Goku as a base and be able to 'fly' on top of 'Baby Gamorra', hint, hint.). But Ginyu will be a rough one on account of the couple different ways on the 'Body Change' stuff. Goten is only taking a bit because all the sprites have to be edited after being ripped (Goten's face and clothes bleed into each other when ripped). Anyway, I rip the UB22 stuff against Gotenks in UB22 because Gotenks' base stage is the Room of Spirit and Time and takes less time to edit sprites that way (mostly gray background).. Also, for UB22 sprite scaling (since sprite size does change in the original game): ePSXe emulator using 800 X 600 X 16 bit color resolution... both on ground - 45% both on ground farthest apart - 77% on ground, opponent in air - 91% both in air - 52%

  3. That's really nice Yuyustars. Yeah, I like it here too because they try the best to be helpful whenever possible. Anyway, did you ever get E Honda by Fido? for the SF2 Alpha would be the E Honda by H... Nice to hear from you Yuyustars. same verydannyboy. We're all different. We've all had our problems, downfalls, and triumphs... Speaking of which, how about this quote, "Unless we learn the lessons from our mistakes made in days past, we are bound to repeat them."

  4. Thanks Ryon. I also liked the cornerpush.veloff and such that was included in 3 to 6. But yeah, effort really appreciated on helping people learn different aspects of creation. Best to keep with the basics as much as possible when starting out. So good job. Edit - and for scaling if you have an offset = or a pos = in a projectile or such that doesn't have a value of 0,0 for the coordinate, to adjust the 'scaling value: Say a value of offset = 22,-12 for example would become offset = 22*const(xscale), -12*const(yscale) but using MUGEN's scaling and other constants (top of cns stuff) can be a bit tricky for some. Like I said Ryon, you're doing an excellent job and it's definitely something needed in MUGEN.

  5. Cool Ryon. Good job so far. Let's see, AI (Artificial Intelligence) seems like may be a 10%. Also, have you thought about maybe doing a video on gameplay mechanics? Pausetimes, hit times, damage values, velocities, hypers, supers, stuff like that and how it comes together (or doesn't in the case of infinites and stuff like that). Kind of a thought crossed my mind recently of kind of a summary of all the work done on a character and what it leads to eventually. Kind of "How it can all come together (both good and bad)" type of synopsis / conclusion video. Balancing issues and decisions and such that kind of come out towards release in the final stages. Accuracy versus originality issues maybe? Do you go for being 'game accurate' or try different ideas and such. Maybe even just a "hey I got an original idea for..." Planning stages type stuff. Also maybe a kind of a "tie it all together and put it through watch mode to see if something could happen that you hadn't really thought about" type check at the end. Playtesting / beta testing or whatever. Oo, also, hitsparks and making the sound files (including a channel = 0 discussion about stopping sound during get hits and such) and stuff like that too may be another 10%. using the -2 states and vars and stuff like that too, But also, the game engine can only process so much info at a time and too many -2 states can cause a character slow down if not careful. Sorry 'bout the idea stuff here. I'm hoping I may have missed some stuff since my connection at the airport seems to keep going down halfway through the videos most of the time. The net connection at the airport here breaks every so often to reset connections. I usually try to adjust the sprite in the sff file for projectile alignment and such since using offset can lead to some nasty alignment problems if the character gets 'scaled' later on. Have you thought about a possible (later on anyway) discussion on how to use the scaling feature to adjust character sprite size and such? (oops, it is kind of an advanced subject though and does lead to some very interesting problems as far as alignment issues and such). Oh yeah, and one of my biggest things for people when starting out is to try and choose a character that they are familiar with because that will make it much easier to start out. Play the character a bit and try to get used to any quirks and such. But more feedback as well too is in order. Great job especially with the "oops" and "trial and error" stuff I've seen so far. Excellent. Let's face it, a lot of times you don't really know what you may be getting into until after you try it. So, oops, I hadn't thought about it that way. Try another way. Go with what you feel comfortable with. Oh, but also remember that you can always "update" if you find something later on or figure out something a little different. There's truly no set in stone way in MUGEN anyway. Many times things can be done several different ways, but some ways may seem to work better than others depending on circumstances. But yes, I really appreciate you including the "oopses" very much Ryon.

  6. OK, the legends (in no particular order) and why (to be a 'legend / god' you had to do something unique or different for the most part)...

    Elecbyte - the greatest, bestest MUGEN coders ever...

    TESTP - a small group of individuals (4 I believe) that helped set up MUGEN and much of the original ethics of sharing discoveries and ideas. The original 'open source' proponents that believed in helping one another and doing things for MUGEN's sake and not for individual glory or any of that.

    Vissual Kreations - the Ashura Warp code (character disappears and then appears elsewhere on screen). Did many characters which were later updated by Terry Kuo. Orochi (using ,,A in the air file to give him that 'invisible ghost' feel), Gouki, and many, many others. VK left MUGEN creation after RRRRRR took most of VK's coding to do a Dan character. Way too many coding breakthroughs to list...

    K3nsh1n - originated the 'time - 1' AI type coding. K3nsh1n also made a utility for making fonts in MUGEN as well.

    DarkMasterS - a group of 4 people that took K3nsh1n's AI coding to a new level. Psycho Shredder, Satan-son, and several other characters were the basis for 'tough AI' for many years to come.

    Sorrowedge and Shadow Watcher - coding gurus of the old TESTP forum. Worked to help many different coders figure out that 'last bit' needed to get coding to work properly.

    Yohko - a sprite creator who helped many people figure out how to rip sprites back in the day.

    Maruta and R Marker - Maruta was the spriter, and R Marker was an excellent coder.

    The Necromancer - helped many, many people on coding projects at TESTP. released Broli and Piccolo but was also the one behind the Silent Storm character as well. Silent Storm bugged Necro to help Silent Storm, but in reality, Necro compiled a lot of this character for Storm. A much respected person in the old TESTP for his countless hours and many posts helping others to figure out coding. Also had the 'Fallen Angel' tutorial site which was a staple for many new MUGEN character makers back in the day.

    EmuBoarding - although a million hits on a website was major back in 2000, EmuBoarding was THE most popular person at one time in MUGEN. His DBZ site was well visited by many people to say the least. EmuBoarding helped bring some balance but also introduced people to intros which also lead to "can you translate that to english/japanese/portuguese/etc?". Left after the site provider was going to charge EmuBoarding based on the huge amount of bandwidth (would have been a minimum of 64 US dollars a month (and probably more).

    Pioupiou - did the Teenage Mutant Ninja Turtles game with the portrait select screen not in box form. Also did the Picco character which, when thrown, Picco would fly towards the screen and leave a 'crack' in the monitor that remained throughout the match. Many innovations. Pioupiou later moved onto making full games using a game maker (non MUGEN) as did...

    KGenjuro - started making many Samurai Shodown characters (including the Samurai Showdown 2 accurate Hattori Hanzou) then released his J'Dar II game which turned MUGEN into a space shooter (Galaga, and those type gasmes) shooter. Very unique individual and very talented. Like Pioupiou, KGenjuro moved on to work with a different type game development engine as well. But daddelkingz.de was a popular site at one time. Also, way too many coding breakthroughs to list.

    Willoughby Jackson - although most of the code was developed by others, Willoughby (with a lot of help from The Necromancer and Willoughby's brother ChairmanKaga) did release the 'coming up through the floor' and MK Fatality codes. Probably Willoughby's greatest contribution was the fact that he had trouble grasping coding concepts, but Willoughby's determination to see things through was probably his greatest asset. Unlike most of the rest of the 'legends', Willoughby wasn't really a 'rocket scientist' type.

    Tin - Fernandeath. Tin was an original master with throw type coding back in the day (not as developed as Pioupiou however).

    kuzu-bei - DBZ free floating flight codes. Tired, exhausted, aka dizzy states (state 5300) as well. Quite a few accomplishments for such a short time (around 3 to 4 months).

    destino_pt (also Destino) - did a couple Dragonball characters back in the day but also helped set up the Mugen Dev forum way back when after TESTP was having problems with keeping the TESTP forum going. Helped set up the 'link' type site to link to individual characters and such. The link site at Mugen Dev later became too unmanageable as there were way too many listings for a manageable web page or pages.

    masquer - many, many innovations and did Samurai Shodown characters most notably Akuamakusa. Very talented.

    kusirojin - Cham Cham and helpers and such.

    Mouser - Many interesting coding concepts.

    ? - Original creator of shield codes for Captain America Zero (cap-am0) in January 26, 2000 (so waaayyyy before MystikBlaze's time). I can not remember his name anymore, sorry

    In the 'old' days, as you can imagine, there was a kind of 'pecking' order in MUGEN coding circles that went like this - Top of the chain - Samurai Shodown and Last Blade (KGenjuro, etc.) - Middle of Road - DBZ (Pioupiou, kuzu-bei, EmuBoarding, Tetsuro, GohanSSM2, etc.) - Bottom of the barrel (usually scarfed stuff from others) - Capcom and King of Fighters and Dark Stalkers and such (Jin Kazama, Big Eli King, etc.).

    Also of note, a list of those I can remember that were known to have knowledge of actual coding languages (MASM, TASM, BASIC, COBOL, FORTRAN, C++, and such) and not just scripting language coding (MUGEN, DOOM, QUAKE, etc.). - Elecbyte (of course), KGenjuro, Mhz, K3nSh1n, Kogason, Ses, at least one member of TESTP, at least one member of DarkMasterS possibly two, Ragnarok Nemo, GohanSSM2.

    oops, forgot about this guy http://gohanssm.netn...istory-new.html And also, back when, this guy, razorgolem, and The Necromancer used a Hex viewer (I know this guy used HXED but not sure what razorgolem and The Necromancer used) on the MUGEN exe file and discovered missing parameters for constants not documented. About 6 or 7 undocumented constants like "power =" were found. These, I believe, were documented however in the japanese docs.

    SOS - Saori with the volleyball floating around her head and corin as well.

    Qkrtkf! - Shuma Gorath - the original Marvel Super Heroes Gem Coding Guru (had a site which also included Qkrtkf!'s fellow creator CrazyForSF). Full name is Qkrtkf! = ºý»ì!

    Note - many japanese creators belong in this list as well (but hard to add japanese in an english format forum). One of the MUGEN coders from Elecbyte spoke japanese as his primary language and translated everything over to japanese giving japanese speaking people a kind of advantage over english speaking people back in the day. The japanese docs were very thorough while the english docs were fairly incomplete up through MUGEN 06.27.2000.

    Sander71113 - worked on AI and normal type modes for characters

    AtomicDog2020 - not really a character maker but a guru as far as stage making ability

    NeoGouki - no idea why really NeoGouki was so popular back in the day. Akuma was kind of a bland SF Capcom character. But I think it was because NeoGouki found something different to work with and many in the english community hadn't thought about other language version Street Fighter characters (although VK did Gouki beforehand).

    The age of 'legends' started ending around late 2001 when 'gangs' started moving into the english speaking community and trying to enforce their will (standards) on everyone else. As VK (Vissual Kreations) so eloquently put it, "I won't join your 'gang' no matter how much you badger me or bribe me to do so. Although my joining would probably triple your coding archive" or something to that effect. This started the 'Dark Ages' of MUGEN development, The 'legends' mostly left and coding development stagnated.

    and other 'legends' as I think of them...

     

    OK, trying to remember what Limited Moon was about...

  7. Thanks Vector and like you said 'for beginners'. AI Level is unique to MUGEN 1.0 so use wisely and convert stuff up when possible. Alos, for 'advanced' stuff, AI is used to keep the computer from doing stuff that may cause a character to go into a 'tired' or helpless state. Several other things can be done with AI as well, but its nice to tinker with. But also note that if you don't know what you're doing for sure, playing with the AI can be a nightmare (always have a backup version of a character you are tinkering with). Anyway, I remember back when Reu was doing Evil Ryu with King Tigre and I emailed Reu to let him know that a ~F,b with time = 1 or such command he used could also actually be done by a player which would set off AI mode while playing the character in person vs. person mode or such. Reu then relegated Evil Ryu to "AI only" type status (like Psycho Shredder and the like). Nice tutorial Vector.

  8. Keep it coming Ryon. But yeah, sprite sheets make it easier if available. Us 'old timers' didn't have them so we ripped straight from an emulator (or for Pioupiou's Picco and the early UB22 Mr. Satan) from plugging a console into a video capture card and then recording it (which may explain the 'crappy sprites' on some of the old chars). But really, sprite ripping is a lot of the real work in MUGEN creation. Coding and that stuff is kind of straight forward (tying in the sprite - sff - animation - air - commands - cmd - sounds - snd and the rest). As you know, once you get the framework done (the basics - punch, kick, stand, get hurt, etc.) then the rest is just 'add as desired' really. Good job so far Ryon (yes, I saw the flips, mirrors, and such to align the facing of the sprite). Keep it going...

  9. Yup, crazy / stupid. Send 'em away. Waitin' for the time when people finally "get it" and say enough is enough. John Wayne Gacey, Ted Bundy, and Saddam Hussein already paid a different price. But really, killing like the 'killers' has never been the answer. Saying "enough" be done with you has always worked. Look how many of Cain's idealists are running around since the Great Flood back when. It's always the same, do something stupid, then try to come up with excuses afterwards and try and bullshit your way out of it and try and get as much sympathy as possible ("Am I my brother's keeper?"). Anything ever changed since human existence? Nope. and seriously, we've all had our problems, but... And really the difference is some just totally think about themselves and the more the news crews and shrinks cater to these people, the worse it gets. You can either be a part of the problem or a part of the solution, take your pick. There's a huge difference between having a problem and being a problem. Thank you and goodnight Gracie...

  10. If you can't beat them, join them. But honestly, what better way to say "I care" than to ship people like this out to a deserted island where they can do whatever they want all by themselves with whatever they can scrape up on thier own. Instead of being angry like the dude that shot up the theatre, intead try to think of getting away from the hatred and killing and instead "either learn to get along with others or get out". And if the shrinks wanna study this guy for to find out more bullshit, they can go join him. In the umteen years of psychoanalysis, not one good 'solution' has ever come from the sketch pad of a shrink. But yeah, send Charles Manson, David Hinckley, and Mark David Chapman as well as former USAn president Gearge W. Bush (the 'pesticide' killer) out there first to clear the way to a healthy new life for nutcases... You obviously don't care, why should we? What the hell else is there to learn from stuff like this? Like I said, just more nutcase bullshit that the media is gonna cling to for some strange reason. Anyone else got a clue? And another silly part, this guy stockpiles a crapload of explosives and such and none of the salespeople asks the guy "Hey, wait a minute, what ya plannin' to do?" Just pocket the cash, and hope no one catches on. Yup, send 'em away to coexist with themselves on a deserted island in the middle of nowhere...

  11. The "AI" Wars aka, DarkMasterS contest to develop a monster AI character that followed 5 simple rules that I can't remember what they were now... Anyway, the result was Psycho Shredder vs. Necro's Broli. Another result was someone, I believe Infiinma, posting two pics at TESTP. One pic with Broli getting beat by I believe GohanSSM2's Android 20 and I think another one with Psycho Shredder getting beat by GohanSSM2's Normal Cell. After this I got some posts from Jin Kazama asking how to do the lifeadd stuff. Anyway, yeah, I had a bad rep as making "super cheap" characters at the time. And DBZ in general was looked at as "cheap" all the way around (except EmuBoarding of course). But also, this was when DarkMasterS and I started emailing back and forth about coding techniques and ideas and such. But K3nSh1n was the one that came up with the time = 1 stuff for AI activation and that kind of stuff. People still know about DarkMasterS' Psycho Shredder, but few remember now that DarkMasterS also did a Cyber Shredder that didn't have the AI stuff in it. Also, DarkMasterS told me that DarkMasterS was a group of four people and that the one I was talking to was the one that spoke english. Also note, #mugen was the original chat channel on irc. Many of the "heavys" didn't really post much on the TESTP board but instead stayed most of the time on the chat channel away from the 'drama' and public eye of the TESTP forum.

  12. The true reason for TESTP closing down - plain and simple it was because they could not get enough bandwidth available for the thousands of posters that used the forum. As a result, most people, even TESTP themselves, could not access the forum without having to wait five to ten minutes to gain access. The Shinanigans were amusing, but not the reason (see above). What shinanigans? Well, Infiinma, Kirby, razorgolem, and a few others changing their 'titles' to mods and administrators and posting stuff in topics. They also posted stuff in 'admin/mod' only sections as well which raised some eyebrows as to how they were able to gain access there. Changing your location (which I had something like Planet Earth or such and Infiinma had Planet Hollywood at one time). And all kinds of mental headplay went on. But like said, the real reason why TESTP shut down was that it was just plain too huge for the server to handle and had to be shut down. Too many posters, too much net space, too little bandwidth were the reasons.

  13. Cool margatroid. Cool Ryon. Thanks. The MK fatality is a bit long and involved so I'm kinda trying to figure out how to best do that one. But the MK Fatality beginnings involved The Necromancer (I believe), ChairmanKaga (Willoughby Jackson's real life brother), Willoughby Jackson, myself and possibly Tin's Fernandeath. Back at TESTP forum it was a kind of unwritten rule "do not post coding on the board". Around mid august / september 2000 was an odd post from someone named Willoughby Jackson in the TESTP help area. Willoughby posted that he was working on some coding and needed some help figuring some things out. I asked Willoughby if he could send it to my email and Willoughby said that he was at his work and couldn't get or send emails without possibly getting in trouble at work. So, we broke the unwritten "do not post coding" rule at TESTP. I helped Willoughby correct some stuff and then we started working on a project involving whoever, to help do some MK Fatality type coding in MUGEN, if fatalities were possible in MUGEN. Willoughby came to the right guy. I was also working on Hyper Buu at the time and besides Hyper Buu, the only other character at the time in MUGEN that could "blank out the opponent" was Tin's Fernandeath (and Tin didn't speak english very well). But a huge pile of coding ideas from myself, Willoughby Jackson, Chairmankaga, The Necromancer ensued with my drawing up the outline of how to go about (in several different ways) the MK Fatality type coding for MUGEN. In this flurry of posting was also the "coming up through the floor discussion, which at the time the only way to do it was to cut the sprites up to make it appear like the character was coming through the floor. The other part of this involved using throw coding to get the "Come over here" stuff with the javelin rope. Helper projectiles and the like were discussed as well as "code for a hit as well as a miss" in the throws. Velocities, HitDefs, Kill = in the HitDefs, sprpriority, and so on. A very lengthy discussion which ChairmanKaga, The Necromancer, and myself understood but Willoughby had a hard time with it. But Willoughby was determined to get working Fatality coding to do Mortal Kombat Fatalities in MUGEN, but it was also apparent that Willoughby was not as good of a coder as his brother, ChairmanKaga, was. I also remember in these many, many posts that both ChairmanKaga and myself kept telling Willoughby that "you know, a lot of people are gonna want to use this stuff and ask questions and email you and such. Are you sure about this?" And Willoughby kept saying yes, so we kept going. But yes, many of the techniques used for the original MK MUGEN fatality codes were derived from rewriting coding from my Hyper Buu Candy Munch move (which Willoughby couldn't figure out what I was talking about, so I just copy / pasted stuff from Hyper Buu for Willoughby to use in the MK Fatality stuff). Also, I specifically remember asking Willoughby to leave my name out of the docs because of the hatred at the time towards DBZ coders at TESTP and later Dev and so on... But anyway, Willoughby and The Necromancer and ChairmanKaga finally helped piece together Willoughby's masterpiece at the time "Scorpion" about the time TESTP closed down. And then, as we figured, stuff got used and... Next comes Willoughby Jackson and The Necromancer on a bloody "Crusade against thieves" on all forums (except TESP which was closed now), and it all just went downhill after that and I lost contact with Willoughby and Necro after this. Chairmankaga disappeared and that was that. But yeah, many of the techniques, outlines, and ideas used in the original MK Fatality MUGEN codes were from a DBZ character creator, GohanSSM2. At this time of togetherness (when we were working on the codes) is when I found out that The Necromancer spoke english as a second language. You find out more by being friendly than cranky. But if you think about a crusade against something. It isn't such a good idea if you may be crusading against yourself as well. And after Necro's Broli came Necro's Piccolo (with docs eluding to copying Ssonic's Piccolo as an 'update' and such). But yeah, "The crusades against thieves" was a bust in the end. And Willoughby and Necro both drifted off to the background for a while after this. Myself, Rone Rivendale, and ChairmanKaga many times lectured Willoughby and Necro on the NiteTek forum about the Crusades they were doing, but it fell on deaf ears. If you are going to take on an 'enemy', you can't "join them to beat them". So case in point, the Crusades failed because Necro and Willoughby had used other people's coding in their releases as well. Why didn't Willoughby and Necro just develop their own stuff and not have to use permission and all that? Willoughby and Necro weren't guilty of "stealing" stuff, but they did use other people's codes in their characters. But how can you stop a thief when you use other people's stuff too? Like said, "the Crusades against thieves in MUGEN was a bust". Real coders didn't give a crap, and the 'thieves' aren't going to listen anyway, so... But really, how do you know if something is someone's own coding, or taken from someone else? Easy. Ask. A coder knows what they did and can explain it, whilst a copier has to try and figure out what the original creator did which always seems to be missing some information... Later, when you ask someone, say for instance, masquer, why they used explodes in thier "demons coming up from the floor" code from Akuamakusa and they say "because too many helpers would cause a crash", you know. Whereas you ask someone else why they used explods instead of helpers in thier "demons coming out of the floor" move on thier Blackheart character and they can't answer then...

  14. Yup, Ryon, Necromancer as in FlowaGirl. Also, Infiinma as in DavidGee (read MK Project stuff). Anyway, I got sidetracked last night and ended up driving until about 4am this morning. I had a lot of stuff come up at work yesterday. But why not at least one of the old stories. I guess kuzu-bei first... kuzu-bei was the one that created Zangya, Shin, and then the original Broli for MUGEN. The one who developed the 'famed' DBZ free floating fly coding. I never asked, but also there was a Maid San character that also had flying in the coding at the same time as kuzu-bei made his free floating DBZ characters. Back in the day, several people asked if people had "permission" to use someone else's coding. I happened to think about The Necromancer and the remake of Broli, and so I asked Necro if he had permission (which of course led to posts by others of "Necro has helped so many people that he doesn't need to post permission" and that kind of stuff). After this post of mine on the TESTP board (and my trying to contact kuzu-bei directly for quite a while) I got a surprise e-mail from kuzu-bei himself. I didn't get a reply about "Maid San" but I did get some actual information from kuzu-bei himself. Very disturbing information however. The truth was that kuzu-bei had been hacked and he no longer had access to his old email or his website. Kuzu-bei also named his hackers (which I won't release publicly). But also kuzu-bei told me to drop asking about permission and such because kuzu-bei was afraid of being hacked again. Kuzu-bei did say he had talkied with EmuBoarding and gave EmuBoarding permission to use kuzu-bei's stuff in MugeNow so long as EmuBoarding put a link to kuzu-bei's site in case there were any updates. Kuzu-bei also did say that he did not give permission, but also did not deny permission to use his fly coding. All kuzu-bei said he wished was to be left alone and not to be hacked again. But after being hacked kuzu-bei left and he told me that it didn't matter if people used his codes, sprites, or whatever. Kuzu-bei just wanted to be left alone and not be hacked anymore. that was actually why the originator of the DBZ free floating flying characters left MUGEN back in the day..

  15. But really I was kind of wondering if people may be interested in the stories of the creation of the "MK fatality codes" in MUGEN as well as the rest of the full "kuzu-bei" story as well... Post yes if you are... But also, feel free to add your own stories about MUGEN as well.

  16. Sadly, I realized after seeing this topic that I've done so much in MUGEN over the years that it would take probably a full forum to list it. So, hi, I'm me I guess kinda summed it up for me :=D: l. Sorry, I hadn't thought about someone thinking I may be making fun of the topic. I wasn't really but I kinda lost it in a funny way when I thought about what this topic was about and my situation with this topic. Partial list anyway character converter and creator stage converter and creator music converter and creator screen pack converter and creator (all aspects - title, intros, lifebars, etc.) and... Like I said, "Hi, I'm me." lol. Your turn Ryon and ZombieBrock... (lol)

  17. But I first came to MUGEN through a site called DBZ 2057 or something like that which had a full MUGEN DBZ game. After that I also came across EmuBoarding's site with MUGENow. I started the Bojack character around the middle of June 2000 and had my first release on June 23, 2000. A lot of things were going on in the MUGEN community, but it had one main hub, TESTP. TESTP was the official beta testing forum for the game. As such, most of what went on, went on at TESTP. Most of MUGEN's early history started there and after the forum closed much of that history was lost or forgotten. Anyway, the top posters at TESTP before it closed were Infiinma (over 1000 posts), The Necromancer (over 1000 posts), Kirby (900+ posts) and myself who had about 826 or more posts. I'm just wondering if it might be a good time to relive the past but also look forward to the future as well. But enough about me, what about you?

  18. I have been thinking about many things that have happened in MUGEN over my many years and I got thinking that maybe a personal "Memories of MUGEN" type history topic might help bring people together somehow. The idea behind this is kind of a history type "I remember when..." and go from there. Could even be "I remember now" really. Memories happen all the time so why not now too... Game related like "I remember playing [such and such character]" or "I first found out about MUGEN through [such and such] site" or "I remember when [so and so] did [such and such]". That kind of stuff. But the nice part is that with the poster's name along the side, you know where the info in the post came from. Anyway, just thinking of something different and see how it goes I guess...

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