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Discussion Sex MUGEN 2.0 General Discussion Thread


Welp, this is a ghost town. I have been wondering for quite some time about certain things.
  • A Dongwhan version that has proper mating press sprites ( )
  • Yet again, proper press sprites but for Chang ( )
  • The butt overlay that certain victims / aggressors trigger so it appears as if there's depth. Vodka updates of gettag's agressors tend to have them implemented but he hasn't done them in quite some time. The above Mediafire folder has a Makoto Nanaya edit with said overlays but they aren't assigned to the proper group.
That last part is the last thing missing from that Kuro I was looking for ever but it has such complicated code that I am just glad it can force other victim groups besides requiring a new one. Maybe on something like gettag,'s Terry would be feasible.
Well most people dont know how to program, or animate a character into a game. And theres not many people left into hentai mugen. So if no one is making characters then no one is going to post. I mean I can just add any character I want in Koikatsu and not worry about animating or programing.
 
Well most people dont know how to program, or animate a character into a game. And theres not many people left into hentai mugen. So if no one is making characters then no one is going to post. I mean I can just add any character I want in Koikatsu and not worry about animating or programing.
Don't forget that some people don't have enough time to spare on doing certain characters / hobby while some would only do it for a small fee / price
 
well also, why pay money for a character when you can just wait till someone else pays for it,, then uploads it for free
 
If they are willing to do it. Some artists, programmers, scriptwriter has weaknesses that they can't deliver, or don't feel comfortable on doing certain things while some won't share what they paid for lol
 
If they are willing to do it. Some artists, programmers, scriptwriter has weaknesses that they can't deliver, or don't feel comfortable on doing certain things while some won't share what they paid for lol
Well people are streaming shows and movies for free. It's the internet, if you put something on it. People will find a way to get it for free
 
Well people are streaming shows and movies for free. It's the internet, if you put something on it. People will find a way to get it for free
You should host your own website, and share all the games Nintendo has to offer. Nintendo loves when people share Nintendo content for free. They will even send you a thank you letter too, because Nintendo loves sharing paid content 😻
 
I bet nintendo loves people making repro karts and selling them. You dont even need to buy old games anymore since you can just get a repro kart. Mugen is old af. if no one makes any new characters then theres nothing to talk about
 
Well, might as well ask this now. Anyone know how to expand the number of character slots in my mugen? Cuz i'm tired of using the default 12 slots. I want to increase that. I found some guides but they seem to not work or is too old?
 
Well, might as well ask this now. Anyone know how to expand the number of character slots in my mugen? Cuz i'm tired of using the default 12 slots. I want to increase that. I found some guides but they seem to not work or is too old?
Character select slots are a function of system.def. If these guides you mention already pointed you in that direction and you got no results, it's likely your particular installation uses a different system.def, contained in one of the sub-folders - eg. guide points you to \data\system.def, but your mugen uses \data\mugen1\system.def or \data\big\system.def.
 
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Theres videos on YouTube also that show how to add more characters. Also I think AK1 mugen edits has premade mugens which you can download that has a thousand character slots.
 
Character select slots are a function of system.def. If these guides you mention already pointed you in that direction and you got no results, it's likely your particular installation uses a different system.def, contained in one of the sub-folders - eg. guide points you to \data\system.def, but your mugen uses \data\mugen1\system.def or \data\big\system.def.

I'm not sure but it seems like my mugen is mugen1, cuz when i looked into system.def file inside data folder it had a snippet inside it directing me to data - mugen1 - system.def file.

Then rows and columns is counterintuitive for some reason to me at least anyways. It says rows = 4 and columns = 3.

So for this whole time I assumed columns meant up to down and rows meant left to right but inside mugen 1 its the opposite. And just like that, it actually worked XD

Thanks man, now next thing I have to do to figure out how to resize the character select icons..

Just eyeballing the settings is it these settings?
portrait.spr = 9000,0 ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = 1,1

And i'm assuming that the portraits would likely be off centered if I do manage to scale them down? I think it may be the local coords that's located inside character.def file?
 
I'm not sure but it seems like my mugen is mugen1, cuz when i looked into system.def file inside data folder it had a snippet inside it directing me to data - mugen1 - system.def file.

Then rows and columns is counterintuitive for some reason to me at least anyways. It says rows = 4 and columns = 3.

So for this whole time I assumed columns meant up to down and rows meant left to right but inside mugen 1 its the opposite. And just like that, it actually worked XD

Thanks man, now next thing I have to do to figure out how to resize the character select icons..

Just eyeballing the settings is it these settings?
portrait.spr = 9000,0 ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = 1,1

And i'm assuming that the portraits would likely be off centered if I do manage to scale them down? I think it may be the local coords that's located inside character.def file?
portrait.spr tells mugen which sprite to display in the character select slot as the character's portrait. (In slightly more technical terms, which sprite index to call from the character's own .sff file.)

portrait.offset tells mugen how far, if at all, to move the portrait from its default position within the character select slot. Normally, the top left corner of the portrait is aligned to the top left corner of the character select slot. The comma between the two numbers separates the horizontal offset (before the comma) and the vertical offset (after the comma). Negative values move portraits left/up, positive values move portraits right/down.

portrait.scale tells mugen how much scaling, if any, to apply to portraits. Like portrait.offset, the number before the comma is horizontal scaling (width) and the number after the comma is vertical scaling (height). Numbers above 1 result in portraits being stretched to appear larger ("upscaled"), while numbers between 0 and 1 result in portraits being squashed to appear smaller ("downscaled"). Negative numbers result in portraits being flipped/mirrored on that axis. For example:
"portrait.scale = 1,1" results in no scaling.
"portrait.scale = 2,2" would result in double scaling both horizontally and vertically, making portraits appear larger.
"portrait.scale = 0.5,0.5" would result in half scaling both horizontally and vertically, making portraits appear smaller.
"portrait.scale = 1.2,1" would result in a small amount of horizontal scaling and no vertical scaling, making portraits appear "stretched" compared to the original sprites.
"portrait.scale = -1,1" would result in no scaling, but portraits would be mirrored horizontally.

None of these settings changes the size of the character select slots - that is controlled by "cell.size", though you will generally have to make sure that both "cell.size" and "portrait.scale" have similar values to get good results. "cell.size" works similarly to "portrait.offset" and "portrait.scale"; two numbers separated by a comma that tell mugen the horizontal and vertical size that character select slots should be displayed at.

You may also wish to consider "cell.spacing"; this value determines the distance between cells, both horizontally and vertically - unlike the other settings mentioned here, "cell.spacing" uses only one number to control both horizontal and vertical spacing.
 
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