Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: Kalan1988 on Fri 03/12/2010 10:48:55

Title: Integrate MUGEN Engine with AGS?
Post by: Kalan1988 on Fri 03/12/2010 10:48:55
Hi,

After I created some small games with AGS und M.U.G.E.N separately, I am currently think about of making a game that combines the "Adventure-Factor" of the AGS and the "Beat'N'Up-Factor" of M.U.G.E.N.

My Question is, can I integrate the M.U.G.E.N.-Engine in AGS or do I have to write my own engine?

--Kalan
Title: Re: Integrate MUGEN Engine with AGS?
Post by: Gilbert on Fri 03/12/2010 11:13:05
No, but as M.U.G.E.N. is open sourced (I think) it is theoretically possible to use these codes as a base to make a plug-in for AGS. However, it wouldn't be an easy task, and it may not be easy to make tighter integration as formats for resources may be different for the two engines (it would be a little bit easier if you don't need resource sharing and each engine use its own resources though).
Title: Re: Integrate MUGEN Engine with AGS?
Post by: Wyz on Fri 03/12/2010 11:29:50
I figure there are three ways of doing this:

1) Include both engines separate and let the games switch between engine.
Title: Re: Integrate MUGEN Engine with AGS?
Post by: Shane 'ProgZmax' Stevens on Fri 03/12/2010 18:12:08
Integrating mugen directly would likely result in a pretty significant performance hit, though I've not really played with the program so this isn't something I'm positive of.

One thing I do know from experience is that it would be much easier just to write a generic fighter module for AGS.  I and a few others have already made fighting games with the engine and I can tell you it wouldn't be too difficult to write a basic, functional module that handles most of the heavy lifting; for instance, one of the simplest ways to handle environmental collisions is to use the built-in walkable areas and GetWalkableAreaAt() with characters representing each player and a queue of reserved characters for the enemies.  Of course you can do this more efficiently with dynamic sprites, but in terms of quickly generating a workable model it would work fine to use characters for all of the sprites (including weapons, even).