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Quick update

Happy belated new year! It's been a while but we're still working (although slowly) on M.U.G.E.N. The last blog post I mentioned the updated number of helpers. The only problem we've seen is the engine slowing down with a large number of helpers active at once. There's probably not a good way speed things up without rewriting the helper code.

In other news, fixed a few more lingering bugs and currently working on tightening up the input (keyboard/controller) code. I haven't had much time to sit down and work on some of the bigger issues unfortunately. We might be able to put out the next beta release in a month or two if all goes well.

- dfw

Current Developments

Hi all. Back again to let you guys know we're still alive and kicking. My regular job gets really busy around this time of the year and upgrading our servers and stuff took a long time too. I'm still working on getting some of the "nice to have" things working, but everything is stable now.

Right now we're testing out adding more helpers to M.U.G.E.N. Unfortunately, the way the engine was coded back in the day, it's not as easy as just increasing the number of helpers in source. As for now, the limit was raised to a little over 1000 helpers. I suspect this will cause some backward compatibility problems but I'm not sure yet. If testing goes well, we might consider putting out an experimental build for others to try.

More later...

- dfw

Small break and maintenance cycle...

Hi all,

I hope everybody is enjoying the recent release of 1.1 Beta 1. There's still a list of bugs to work on, but due to my regular job, I won't be able to do much for the next week or so. I'll be monitoring things but I doubt I'll be on to answer more questions in the forums and such.

Anyway, in the meantime, we plan on upgrading all our systems over the next week or two because a lot of our stuff is sorely out of date.

I've been discussing the immediate future of MUGEN with the other developers and I'd like to share some of that with you guys soon.

Until the next blog post... !!

- dfw

M.U.G.E.N 1.1 beta 1 released!

After over two years of fixing and testing, the first public release of M.U.G.E.N 1.1 is finally here! The alpha testers did a great job in finding and reporting the many issues in the earlier test releases. Much of the thanks goes to them.

Although this is a beta release, it should be fairly stable for regular use. Just keep in mind that things may change in future beta releases.

The primary difference between 1.0 and 1.1 is the complete graphics overhaul of the engine. This means faster graphical updates for even the most complex characters and stages. Also, stage/screen zooming has been added! This has been highly requested for some time. Check history.html in the zip for more information on the changes.

Head over to the M.U.G.E.N page at the link above to download 1.1 Beta 1. Also, tell us what you think about it over in the M.U.G.E.N 1.1 Discussion forum!

Thanks!

Elecbyte team

Getting closer...

Getting close to a release now. I pretty much finished up my list of things to do for beta 1. There are a few more administrative things to do before we release, but it shouldn't be too long now.

Unfortunately, some of the bug fixes didn't make it in because it was taking a while to track things down. Those bugs will have to wait until future beta releases. I already have a list of things to check on once beta 1 is released so there's plenty of things to keep me busy.

- dfw

Another update....

The bug hunt has been going ok. The problem with searching around for the cause of bugs is that you inevitably
find more bugs/issues. There are two issues (one major, one relatively minor) left on my original list of things to fix, but there are a few more issues that recently popped up that need attention.

I won't be able to fix everything this time around and the beta release won't be bug free, but at least I'm getting closer to getting a release ready.

- dfw

Bug hunting and info about the next release...

Hi all,

I know it has been quiet here for a while, but I wanted to say that we're still here. I apologize for not getting the public release of 1.1 out as I planned. Soon after the release of alpha 4 to the testers, all hell broke loose with my day job. I'm usually busy around that time, but this time it was much more hectic than usual. My involvement in the engine undoubtedly suffered, but now I'm determined to get a solid release out to everyone.

Anyway, I wanted to blog about a couple things. First, I'm feeling comfortable about the stability of alpha 4 and the upcoming public beta, which will be known as 1.1 Public Beta 1 (1.1b1). The new graphics engine seems to be pretty solid. We wouldn't have gotten this far without the alpha testers. Again, I want to thank all of them for their help in weeding out the issues.

Second, before we release 1.1b1, there's a few bugs and issues we want to work out first. You might have seen my posts in the forum about bugs being fixed (particularly in the alpha forums). There are a few more I want to fix and once that's done, I'll be putting the release together. No timeline yet, but I'll post something when we get close to the release.

- dfw

Forum back online...

The forum was restored and now back online. Thanks for your patience and enjoy!

- dfw

Issues with the forum

Currently having issues with the forum. We're investigating it and hopefully it'll be back up soon.

Thanks.

Update: It might be a couple days before the forum comes back up. I don't want to open the forum back up until I can confirm what happened with our server admin. As far as I can tell, all the posts, etc are still there.

Update 2: Looks like spammers somehow were able to relay their junk mail through the forum. The plan now is to rebuild the forum and restore all the data. Hopefully I can get all that done over the weekend.

- dfw

New alpha version released to testers.

The new alpha version has been released to the testers. No timeline on a public release yet, but it going to depend on the comments and feedback from the testers. In the meantime, we're going to start cleaning things up to get ready for the public release!

- David

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