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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent changes to feature-requests</title><link>https://sourceforge.net/p/opensourcemugen/feature-requests/</link><description>Recent changes to feature-requests</description><atom:link href="https://sourceforge.net/p/opensourcemugen/feature-requests/feed.rss" rel="self"/><language>en</language><lastBuildDate>Thu, 02 Apr 2009 03:46:27 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/opensourcemugen/feature-requests/feed.rss" rel="self" type="application/rss+xml"/><item><title>select,versus,forcefeedback</title><link>https://sourceforge.net/p/opensourcemugen/feature-requests/5/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;make the engine to full suport many portraits for player1 player 2 ,versus 1 versus 2, and for putting a character stand or any animation like in mvc2 the portrait + character view but now animated with diferent action number like 9000,9000 and versus screen more customizable to ability for move the portraits or animating like game above aaaa and menu screen with can change the order of the options like arcade,watch versus exit,options &lt;br /&gt;
and no tag team item this is more like a ,single,simul,turns,tag option instead tag can be addeded in characters with their animations so tag is not important only the incresed number of simul at time and suport for various people 2vs2 with four people with their own gamepad and RUMBLE force feedback&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Anonymous</dc:creator><pubDate>Thu, 02 Apr 2009 03:46:27 -0000</pubDate><guid>https://sourceforge.netb7470d198db0d7163ac22eb0190ea928aea98d8a</guid></item><item><title>Stage interaction</title><link>https://sourceforge.net/p/opensourcemugen/feature-requests/4/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Winmugen has no such feature available! You cannot interact with stages at ALL. Please allow stages to be coded like characters so that things like jumping on platforms, fighting on slanted platforms, and destructible/moving environments can be created.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Anonymous</dc:creator><pubDate>Fri, 06 Mar 2009 18:12:30 -0000</pubDate><guid>https://sourceforge.netb2c11e32c61cbfdec5ea8d7864fcc9f63b0ac989</guid></item><item><title>ChangeState trigger</title><link>https://sourceforge.net/p/opensourcemugen/feature-requests/3/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Winmugen did not have any triggers to detect when the player has changed state (strictly the act of changing from one state to another). Can you implement this in OSM?&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Anonymous</dc:creator><pubDate>Fri, 27 Feb 2009 19:38:26 -0000</pubDate><guid>https://sourceforge.netf9a77502591e1526731523b1b098c89ed7e9071a</guid></item><item><title>Projectile trigger</title><link>https://sourceforge.net/p/opensourcemugen/feature-requests/2/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;One thing many programmers have had to deal with in Mugen is setting up projectile detection; there doesn't seem to be any sure-fire way of doing it. Can you please implement a trigger that detects where a projectile is onscreen, or at least when it exists? I think something similar to EnemyNear or IsHelper would work.&lt;/p&gt;
&lt;p&gt;This may make AI coding a bit less superficial.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Anonymous</dc:creator><pubDate>Wed, 25 Feb 2009 18:07:01 -0000</pubDate><guid>https://sourceforge.net8ee13869c6c477949f7618b5b0fd716595c660bd</guid></item><item><title>SlowTime sctrl</title><link>https://sourceforge.net/p/opensourcemugen/feature-requests/1/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;So one state controller I would like to see implemented is a "slow time" controller, which would cut the speed of the game to the desired frame rate depending on the trigger. I find it tedious to use the pause controller because it doesn't work the same way, and the pause controller doesn't seem to pause velocity and stuff. So a slow time controller would be nice.&lt;/p&gt;
&lt;p&gt;And a projectile detection controller/trigger would be awesome too!!&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Anonymous</dc:creator><pubDate>Wed, 25 Feb 2009 14:24:02 -0000</pubDate><guid>https://sourceforge.net13075f29ebb64db3e79ddd73973262894c07e76c</guid></item></channel></rss>