Just to keep this fresh in your minds. Even if you choose to use engines other than MUGEN for this you can still make it fully 2D if you wish. Even if you use Unreal Engine or Unity. It's even possible to do a hybrid approach like 3D stages but 2D sprites and or using normal maps as a way to apply lighting to 2D sprites. Here's examples talking about that:
http://www.alkemi-games.com/a-game-of-tricks/
http://www.winstons.org/projects/
Actually even just going with another engine would probably give you more flexibility in general. Unity in particular has been used to make a lot of indie 2D games. On the other hand if you are most comfortable with MUGEN I wouldn't blame you for sticking to it and just making do.
I probably have both.So uKER do you have the skill set to make a working MK game? Do you have the desire? That would pretty much make you a star player here.
That is really cool visually, but if you think about it, it requires those normal maps drawn for every single sprite.I found this too
http://www.kickstarter.com/projects/finnmorgan/sprite-lamp-dynamic-lighting-for-2d-art
I know all this is offtopic and I know the MKHD is going to be in mugen just like the old MKs. And that's cool too!
Just thinking in what cool can be a 2d MK with dynamics lights.
I probably have both.
I just lack the knowledge for the time being.
I coded a proof of concept for a 2D brawler when I was 17 (yeah, I obviously did code before starting to actually work on it) and as I said, my other project will eventually get me into learning Unity sooner than later.
As soon as I finish a couple of assets I'll probably jump into it.
I just won't be able to show any progress any time soon, but given the timeframe of the project, I will probably be able to make it.
That is really cool visually, but if you think about it, it requires those normal maps drawn for every single sprite.
That means every single frame of animation.
Now, unless the guy implemented a way for those normal maps to be output by the renderer, there goes applying that to a complexly animated character.
I probably have both.
I just lack the knowledge for the time being.
I coded a proof of concept for a 2D brawler when I was 17 (yeah, I obviously did code before starting to actually work on it) and as I said, my other project will eventually get me into learning Unity sooner than later.
As soon as I finish a couple of assets I'll probably jump into it.
I just won't be able to show any progress any time soon, but given the timeframe of the project, I will probably be able to make it.
That is really cool visually, but if you think about it, it requires those normal maps drawn for every single sprite.
That means every single frame of animation.
Now, unless the guy implemented a way for those normal maps to be output by the renderer, there goes applying that to a complexly animated character.
This SpriteLamp looks great and all, but you're right. You would have to draw all the maps for each individual sprite. That is something that he doesn't show there, are animations with the effect applied. Man, you would need a team of artists just to be able to tackle the amount of extra work needed to do hundreds or thousands of images, just for a cool little effect that people won't even pay attention to after about an hour of playing.
Well, having had a little more time to take a look at it, the kick is looking incredible.