sahinvardar / xnamugen Goto Github PK
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Automatically exported from code.google.com/p/xnamugen
Will you make multiplayer feature? I can help you with this, i made
multiplayer game on silvelight some time ago http://code.google.com/p/
counterstrike/
Original issue reported on code.google.com by dorumonstr
on 2 May 2009 at 10:05
Perhaps since Mono has its own variant of XNA, MonoXNA, perhaps we can move
to fork it to run with OpenGL and OpenAL?
I have a Macbook, and have compiled MonoXNA to run on my Machine, Imagine
the concept of an Open-Source, Cross-Platform Mugen.
Cheers,
ChaosCharza.
Original issue reported on code.google.com by [email protected]
on 25 Mar 2010 at 11:25
Tron Bonne
- Rocket flame during QCF + HK Bonne Strike is very misaligned near the end
of the move while facing left (or facing = -1). It ends up, like, above the
lifebar. Stateno 1005
- During King Servbot, while facing left (or facing = -1), Servbot stops
WAAAAAAAAAY after where he's supposed to. Stateno 23150
Kim
- Can't do Hou'ou Kyaku for some reason. When I try to do it on the ground,
Kim just goes into a landing state. When I do it and connect in the air, he
goes into his landing state after he hits the ground. Stateno 3002
- The Haki Kyaku of the Team Korea super sends the opponent too high. I use
yaccel in the hitdef to slow the opponent down, but it seems it's not
taking effect. Stateno 3101
- Afterimages during the Lv. 2 supers (Hou'ou Hiten Shougeki Kyaku & Hou'ou
Hiden Kyaku) are still all black. Stateno's 3000 and 3010, repectively.
Barns
- Dust afterimages still all black, as well as most of the blood sparks
(though they are transparent) Effects.cns
Burai
- Using QCF+A against the wall still makes the opponent bounce off the wall
twice. Strangely, this doesn't happen if the opponent was hit in the air
against the wall with the move. Stateno 3000
Original issue reported on code.google.com by [email protected]
on 3 May 2009 at 3:14
I was thinking about it, and instead of the XNA and DirectSound, why not
port the game to Microsoft Silverlight?
Aside from making it playable from the browser, it'd still allow the game to
be installed to the desktop, but the big part is it would let Mac and Linux
users play (and if network features are added it would allow for cross
platform play without much code work).
Plus the code could be written to run on both the XNA and Silverlight (so it
could continue as xnaMugen).
And also it might allow the game to be played on Symbian, Windows
Mobile and Android when Silverlight hits those mobile OSes (depends on
what mobile Silverlight will be capable of).
Original issue reported on code.google.com by [email protected]
on 25 Nov 2009 at 6:04
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