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Full Version: [FANGAME][IN DEVELOPMENT] - Darkstalkers: Jedah's Damnation DX
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What this is:
A complete recreation of Vampire Savior on the M.U.G.E.N engine, down to the hit stun and every other aspects. Fixes will then be worked into the title, and currently five characters planned to be added. Basically this is intended to be a closed mugen game, but also one meant to be balanced and competitive.

Where does it stand:
A demo is planned for October 31st of this year, though the content included within it depends on how much help is given on the graphical aspects of the game. For the most part coding it's been a breeze, just having to tackle work in the meanwhile. But yeah, I could use some help with the sprite aspect of things if anyone's interested.
A good question would be 'What does this offer that the original games don't, aside from being run on MUGEN?'
(09-05-2010, 06:30 PM)GrooveMan.exe Wrote: [ -> ]A good question would be 'What does this offer that the original games don't, aside from being run on MUGEN?'

And on top of that, the style of this game is horribly unappealing. Please, learn how to use some game makers (Game Maker, Multimedia Fusion) that aren't so restricting on the type of gameplay you can have. If you're going to make a fangame of a fighting game, you're naturally going to be inclined to use MUGEN, but try to restrain yourself.
(09-05-2010, 06:30 PM)GrooveMan.exe Wrote: [ -> ]A good question would be 'What does this offer that the original games don't, aside from being run on MUGEN?'

Expanded roster, cosmetic improvements including those spread across several different games at this point (Dee for example, exclusive to one PS2 game that even the emu plays badly), restoration of missing or cut frames/sounds removed due to the CPS-2's space limitations without hurting character balance, fixing glitches along the way that were built into the original game. In the end, I want to build upon the original and create something that's still competitive enough to be serious.

Might as well make all those years in the mugen community count for something, no?

As for why mugen over game maker/fighter maker/flash/unreal engine/insertrandomotherenginehere, it's because I prefer it and know the end result will work fine on a broad range of PCs. The engine has the fundamentals to set the ground work. Mugen works for this, and isn't as limiting as people tend to think.
MUGEN actually isn't restrictive at all. You can make almost any type of game you want from it if you know the coding.
mugen was originally made to be a shooting game engine, anyway
as long as you can make it, you can do literally anything with the engine

it's just that most mugen devs are either lazy or aren't familiar enough with the engine to create.... whatever