My fighting game's idea, is it possible?

Hello guys! This will be a long story because I want to tell why I write this post, and being more detail is better right? I would be grateful if you read all of these.

Reason of writing this

So here comes. I am just a little noob that passed by fighting games. The first fighting game I played is Street Fighter IV in iPod Touch 4. I have heard about The King of Fighters before, but didn’t care that much, all I know is it is a fighting game. But later on, I want to try another fighting game on iPod, so I played Kof –i-, and I found it is pretty amazing, then I start looking into KoF, played the installments reversely in Neo Geo, from Kof 2003 to 1996, then Kof XI (still playing). I started to indulge in this series, I like Kof not just because the characters, the story, most importantly it is the pixel graphics from 1996 to XI, it is very cool.

And one day, I accidently found something called MUGEN and also some friend-made KoF games using that. I played some of that and I can say that it’s even better than the official titles. I recognized that players can make their own fighting games using this engine, then, one idea popped up in my head.

Idea of my MUGEN game

After playing all those fighting games, I have a question. Why inputting so many commands, pressing so much button just for pulling off one move? This is the reason why I write this post, and you guessed it. I like KoF so much, there are something I want to change in KoF games, and it is all about commands, button pressed. Since it is not possible to hack / modify Neo Geo ROM myself, so I want to make my own KoF MUGEN game, and the theme of my KoF is “simplicity”.

This will be the concept of my KoF game:

  **① 8 buttons in the game, they are:**

     Light punch (LP)
     Strong punch (SP)
     Light kick (LK)
     Strong kick (SK)
     Evade (LP + LK)
     Max activation (SP + LK)
     Knockdown / Blowoff attack (BO)
     SP (The flagship button and the most emphasized part of my game!)

  **② Thought of simplifying moves (examples):**

     1. Ash’s Ventose:←charge→ + LP / HP 
        Why the charge? Why not let all the moves you want to use come out instantly?
        SP button alone will be enough.

     2. K 9999’s “Moon…”:↙→↘↓↙←↘ + LP / SP
        →↘↓↙← alone is not enough? Come on.
        → + BO will be the new combination.

     3. Oswald’s “10・J・Q・K・A”:→↘↓↙← →↘↓↙← + LP / SP
        Oh no… This is breaking my finger…
        ← + BO, this looks good.

     4. Ash’s “Sans-Culotte”:LP+LK+SP+SK
        Just a special mode activation, why make it so complicated?
        ↓ + BO maybe? If there are too many moves for him, ↓→ + BO is okay too.

     5. K’ “Crow Bite”:→↓↘ + LP / SP
        I dislike the “dragon punch” command… This kind of short invisible move is important!
        →  + SP. Make counter easier!

  **③ Simplifying the cancels**

You might have known how I simplify moves, that is, all special moves will be done by pressing SP button alone or plus one directional key; all desperation moves will be stored in one directional key + BO button; and all Neo Max move / Max desperation move will be 2 directional keys plus BO button.

After that, it is about the cancel between normal attacks and command normal attacks. All normal and command normal attacks are cancelable, that means you can pull of a combo like LP → LK → HK → HP → (→ + LP) → (→ + LK), then link it with a special moves, following desperation moves and even Neo Max moves. An example of this combo will be, let’s take Kyo as an example: HP → HK → Special move (→ + SP) → Desperation move (→ + BO) → Neo Max move (↓→ + BO).

Of course desperation moves can cancel each other, also Neo Max moves too.
And finally, the max mode activation cancel. A fan-made KOF game have done that, and I will use it since it is the same as my idea. Pressing “Max activation” button is equal to pressing “SP + LK + → + →”, that means activate max mode plus dashing automatically.

Phew that concludes my idea of simplicity temporarily. I will discover more during making this game if I can really make it.

I know that making a game is not easy. I have searched YouTube for some “how to create MUGEN characters” video, but he divided into several parts and the words he used are complicated and obscure. So can anyone please explain briefly about the step of making a MUGEN fighting game? So that I can see whether I can handle this difficult task, I have had some programming lessons at my school, but I just have a smattering of the skills. If it is really an advanced and hard work, then I will give it all up and find something else to do, since I don’t have other games to play other than KoF XI now.

Thank you so much for reading it all, I appreciate this. And thanks in advance!

Yes, any MUGEN is possible. Now close the thread.

OK:

Because charge projectiles and charge moves in general are generally given better properties, like being faster, more block damage, priority and less recovery time.

Take Guile on SvC Chaos, for example. They said he was very godlike in that game, only because of the adjustment of his projectiles, and they were STILL charge moves. I can’t even figure out how much powerful would he have been if they eliminated the charge part of the motion.

As for K9999’s supers, they’re VERY good, they offer instant invicibility and offensive and have good reach. If you could pull out those moves with a extremely simple motion, it would be unfair because you could counter anything the opponent is doing. They’re given a hard input to make them a little harder to master if you want to take the best advantage of them.
Same wih Oswald’s Supermove, it’s very invincible.

Fighting to win? Come on. Why not just push a button and you instantly win?

Stop being a baby, practice your skills and learn to play.

If you want to get good at fighting games, you got to train and practice. Big damage combos are for those who are worth it. You want 80% life combos by simply stiring the joystick to the right and pushing three buttons? I’ll assume your trolling.

By the way, there’s an “autocombo” button in KOF XI, it says “command” or something. You push the button and your character performs like two or three specials moves in a row. I think you will like it.

Good luck with your MUGEN for babies.

EDIT: OK, I’ll try to not be that rude. But you know, playing these kind of games is not that hard to ask for a revision to “simplify” them and make them even easier. I advice you to practice, it’s much satisfying when you’re able to master a combo after a little effort, rather than simply stiring the pad to a direction and mashing buttons (something any baby could do). Fighting games have a learning curve, yes, but it’s part of what makes them enjoyable. Combos are supposed to be “cool”, not “cheap”. You’ll have much fun with the training, and you’ll enjoy the game for much longer if you take your time to learn and master every character.

Goodbye.

There were some fighting game that simplify the combo system by letting character delivers combo just by pressing the same buttons for few times. (a good example of this is P4A [and P4A is a good game, I really recommend you playing it XD]). However, the idea behind these games are (in my opinion, might be wrong) not about the command or combo anymore, but it is the pace and the right set of combinations in the right time that distinguish the experts from the noob?

And about cancel, I knew Melty Blood had a cancel system that one doesn’t cost meter but duration of cancel is short while another cost meter but has a long duration (is it Melty Blood or not… oh I don’t remember XD). It didn’t simplify the game, it actually made the game harder because depends on the character you are fighting against, you need to know when to use the right cancels.

So… You can simplify the command or cancel yes. But it will make the game be hard to expert in another way?

If talking about the learning curve, I would say simplify game will be easier to get into but harder to be expert.

Just my opinion XD

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