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THE FIGHTERS RESOURCE - Official Thread
I just wanted to say I am pleasantly surprised to learn that I've almost made it in the roster. Thanks, Ploaj! Big Grin
I'll have to clean up the level I started so you can use it, too.
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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So... I have no idea what I'm doing.
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Suggestions on how it should look?
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i had a mockup of the character select screen, but I don't remember when I kept it. but to be honest, I'm ok with this; let's focus on the basics first, then we can add eye-candy later.

you should add the character's name somewhere, though. good progress on it so far!
Spriter Gors】【Bandcamp】【Twitter】【YouTube】【Tumblr】【Portifolio
If you like my C+C, please rate me up. It helps me know I'm helping!
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Thanked by: Garamonde, Virt
I rushed a little to get it playable for now.
Chris and Viper aren't 100% yet, but they are usable.
Also no specials or finishers and such.

http://www.sendspace.com/file/wjmfms
Controls:
WASD - Movement
Punch/Select - O
Kick - P
Grab - I

Since the menus aren't done yet I set the CPU level to 6 (Hardest)
Surprisingly addictive for how simple the fighting scheme is. Some things I noticed was that some of Chris's moves didn't seem to register as hits, and whenever you start the player on the right is always facing right like the left player is supposed to until it fully loads. I LOVE Chris' air kick move and his down punch move. Gors also plays awesome.
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Here are my suggestions:

Character selection screen:
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VS:
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Very pleased to play the demo, it needs a lot more work but it's playable!
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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All this sudden progress

The opponent seems to fall after literally every hit. This makes punch 2 virtually unusable and removes any sort of ability to combo, which is kind of like, a fighting game staple. I don't feel like I'm using any sort of strategy nor that I need to. I can just keep using the longest reaching attacks I have over and over again, and all this waiting for my opponent to get up isn't very fun.

I'm not trying to rag on you because I know it's early yet and I appreciate the progress so far, but, just my 2 cents
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Which reminds me, you can KO the opponent with a series of crouch hits, or once I used Vipershark and pinned C2B to one side after doing a grab, and finished him off with a series of kicks.
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
[Image: shrine.gif]






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It's shaping up nicely,and it's pretty fun for something so simple.
I'm not too keen on the wasd setting though,I can get used to it,but it feels kind odd really,as this and SAW are the only non fps games I ever played that use that kind of setting.
I believe you'll make them customizable in the future,but I'm just saying.

As for the Character Select,shouldn't the names say the character's names rather than the users' though?
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What the hell am I doing?
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Anti-Vipershark Operation Pantsu Weapon - By Kistu-nii~ Cute





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I would like to have this as my representing stage instead of the Bouncy Cat one, so the game represents two of my 'IPs' instead of just one (not counting the Custom Clash cameo in one of Neko's specials).
Though if everyone's cool with it, you won't hear me complain about both stages being in Tongue
I prefer this stage, 'Babylon Kingdom', because it has a more unique feel to it. Bouncy Park is pretty unique aswell, but feels kinda basic.
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My Game Maker games (Dropbox download links):


Looks MUCH more lively than the other stage, and I like the inclusion of the mobile fortress, though a question: Would the "bad guy" still pop up every now and then, only from a new location?
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This is really cool for a super alpha kinda thing! I can't wait to see this thing grow.

Um, beyond what others have said:

-I'd say ditch the stats on the character select screen. Even though we can look up the stats in these threads, most fighters tend to have simply the character themselves and let players discover characters strengths and weaknesses themselves. Adds depth, I think.

-If you jump backwards with Gilbert and hold the buttons, sometimes his animation will reset and flash instead of playing the whole animation through the jump. Might happen with the others but it doesn't happen as often if it does.

-Some of the animations are off a bit. For example, Gilbert's feet warp backwards when he uses the hammerhead attack because they're all centered at the same point when his frame should move forward with the attack (which also gives it more range, so keep that in mind)

-Vipershark pulled an infinite combo on me, so there's that. Those are bad.

-The I in the font is one pixel too wide? It's a fat I. (though maybe that's on Gors' end??) That's just nitpicky though.

-Maybe for future releases, for testing purposes, give us a way to easily get back to the character select screen instead of having to close the program and reload it. With multiple characters it's kind of a must have for trying things out quickly.

-Better sound effects (or none, for now?) The default ones in there now are kinda grating...

-This one's much less pertinent but most fighting games have you jumping over and over again by holding up, instead of having to press it for each jump.

Hope that helps some!
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Please dear god, can I be the narrator.
(10-15-2012, 06:55 PM)Cobalt Blue Wrote: you should cut down the amount of frames needed for both the appearance and the actual attack down to 4, as in, you should appear ready to attack right away, feel the recoil of the projectile being launched, and then simply vanish. that motion blur there is completely unnecesary and adds nothing to the sequence.
Is this what you meant?
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If there's still something I'm not getting please feel free to point it out.
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