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When Windows XP became popular, this caused a lot of problems because the Windows 98 version just wouldn't reliably run and DOSBOX hadn't yet been around. Noone used the Linux version, and it had some slight incompatibilities due to new features, so the community was stuck on the Windows 98 version. The latest official version of MUGEN they had left was Linux only, and a version before that for Windows 98. There were several stories of well-known creators who created amazing characters, but were shunned from the community when someone found out they had reused sprites that someone else had ripped without permission.Īt the same time, the original creators of MUGEN - Elecbyte as featured here - had vanished for many years. If you wanted to create a character, you were expected to start by ripping the sprites from the game yourself, or get permission to use the sprites from someone who had done so. Which meant all the work of creators who had moved on from the community, and couldn't be reached, was impossible to built upon. In particular, if you couldn't get a hold of a creator to ask for permission, you just couldn't use their stuff. There was a lot of culture built around this "respecting creator's wishes" idea. the way that palettes of PNGs were ordered. Ripping sprites in different ways would sometimes cause recognizable patterns, e.g. But the part about asking for permission also included not using sprites that other people ripped. Sure there were original works, but that was a small amount by comparison. Now, the weird part is that MUGEN was a community built entirely around ripping sprites from proprietary fighting games, and using them to build characters. This happened to a lot of people, some decided to just leave, around others it caused a huge amount of drama. statemachine descriptions), hitboxes, or anything else, you would most likely be banned from the community forever.
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If you were caught using someone else's code (i.e. Story time:Īround 2000, the general convention in the US and European MUGEN community was that you could very strictly only use another creator's stuff with their permission. It's actually an interesting history in terms of copyright ethics and open source. Went through hell and back with the MUGEN community back in the day :)
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The second one there was no mention but I know for sure this is my version because of the quirks/bugs :-) I never knew how to properly align the numbers with the texts on the combo/hits sprite messages that are shown during combat haha One of those videos the person who uploaded the demo even gave me the credits after all these years. Two cool works I did was ripping the Real Bout Fatal Fury 2 and KOF'96 screen pack. Something that I find amusing is that some of the screen packs that I ripped from NeoGeo games and adapted for Mugen 20+ years ago are still available and I guess some people still use them :-)
![hyper dbz mugen download hyper dbz mugen download](https://www.dbzgames.org/files/images/images/1/1/70/image.jpg)
I never really learned how to build chars properly, but I was good with the screen packs and stages.
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Eventually I started messing around with the source code of the chars/stages etc and started to learn on my own. I would spend hours downloading chars/stages/screen packs and making my own games combinations. I remember that I was obsessed with Mugen. Like others here, Mugen was my first experience with something that looked/felt like programming. Haven't thought about this game in years (probably since the height of SaltyBet's popularity).
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Messing with MUGEN files to make the game "what I wanted" was one of the earlier experiences I had that taught me that software was not an impenetrable wall and I didn't have to be afraid to "touch anything" - just cautious where relevant. Someone else in this thread mentioned that 99% of web developers probably wanted to be game developers.
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Even his Evil Ken/Evil Ryu made almost every other character you could download feel like an unfinished rough draft in comparison (save for those made by a few other people who really knew their stuff - Phantom.of.the.Server/PotS comes to front of mind as the premier example). Not sure what the average character looks like these days but words can't describe how.different - polished - just plain old awesome Dragon Claw was. That guy had creative output that I still don't think anything I've done possibly ever holds a candle to. I remember waiting years and years to see "the next part" of Kung Fu Man's story.Īlso, I want to use this comment to shout out a creator I looked up to in those days: the late, great Reuben Kee. Used to play a fair bit of MUGEN growing up.