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THE FIGHTERS RESOURCE - Official Thread
Do we even need a lose sprite? I thought that our "lose" sprite was just the KO, and the opponent would do their win animation while we're knocked out.
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Unless the time runs out before someone is beaten
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(12-27-2012, 11:45 PM)Chris2Balls [:B] Wrote: [Image: r2WaN.gif]
The "Lose" sprite.

Kinda unintentional when that lose sprite resembles the game over screen for the Silver Surfer NES game, heh.
Just letting everyone know I'm restarting on everything.
Basically I don't like how it's playing out right now and I have better ideas that would work better in a completely new engine.

The most notable change will be Online Play! It will be available right away so I can get it thoroughly tested.
It can only be done by exchanging ip addresses so it's not like leaderboards or anything.
Perhaps it would be better for organized tournaments Smile
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(I'm also going to try and include online play for SAW)
Hopefully the restart work out for the best.
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(12-31-2012, 06:08 PM)Ploaj Wrote: The most notable change will be Online Play! It will be available right away so I can get it thoroughly tested.
all i needed to hear
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This is going to be fantastic.
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I know this has been said before, but you're doing an incredible job with this Ploaj.
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Thanked by: Zadaben
If you wouldn't mind working with me I've got an engine in XNA right now which could cut your memory and CPU use and easily handles assets without the XNA content processor allowing you to modify the spritesheets / backgrounds / etc. which could be helpful for content creators to play with their work on the go.
I could also whip up a level and character save and load and builder allowing people to tweak animation times, speed, strength, etc. to their characters easily and similarly stick their map gimmicks together easily.
Given a small texture processing it could also generate the alt colour characters on the go without needing another sprite sheet / draw effect.
I don't know much on online so that'd need your touch, I'm assuming your using 39.dll though because that from what I remember is an all time favourite in the game maker community.
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I appreciate the offer and all, but I'm fine sticking to what I know best.

The memory and CPU usage is really low as it as and since there isn't anything complicated to process. I took your advice and I'm loading the resources externally so its even less memory usage. The palette swapping would be cool, but color tints are good enough imo.

I actually plan on including a character and stage builder with the final version of the game. That way the game could be further expanded than it is.
Also I could port it to android for anyone wanting to play on the go (With a few limitations).

As for online, 39dll is really bad imo. It's really poorly coded and I have no idea why it's so popular :/ but it does get the job done. (It's not what I'm using though)
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Bombshell raises a good point: allowing us to edit the fighters would be pretty neat, especially anything animation related.
Having a folder for each character with a .ini file for the stats, and a complete spritesheet would also be great: that way we could all edit in our own characters, which we could then fine-tune by letting everybody having a go with it.
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(12-31-2012, 08:22 PM)Chris2Balls [:B] Wrote: Bombshell raises a good point: allowing us to edit the fighters would be pretty neat, especially anything animation related.
Having a folder for each character with a .ini file for the stats, and a complete spritesheet would also be great: that way we could all edit in our own characters, which we could then fine-tune by letting everybody having a go with it.
This sounds good, mugen characters operates like this with a Character/Stage folders that have various data files in them for editing characters, maybe try setting it up like that if possible. Only problem is people could make their character too good.

Also I'm going to start with my ref character so advice would be good.
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edit:
Not sure but he seems a little bit small I didn't want it to be too big and not be able to fit

edit:
tried a rocket punch attack it flies out hits the enemy and returns back to the player. (explaining how arm returns)
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Walking animation seems a bit choppy atm(I also can't tell if it's a backwards walk or a forwards walk), his legs in the idle stance seem a little too static.

Edit: I see some jaggies on the bottom of left right arm.(From his perspective, and in the walking animation)
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(12-31-2012, 10:53 PM)Virtuaboy123 Wrote: Only problem is people could make their character too good.
This is true, which is why I think they should be tweaked by the community; we could also have a quota of points, like... a hundred points set out for five parameters or something.

Regarding your character:
It's a good start! I think you'll have to change the proportions of your character to give the impression he's tall.
Some quickly edited suggestions:
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Considering you're involved in MUGEN, you probably know and could refer to some fighting games better than I could. I'm looking forward to more!
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(12-31-2012, 10:53 PM)Virtuaboy123 Wrote: Only problem is people could make their character too good.
Of course the official inserts would be balanced and what people do when they tamper with their local files... Well, I'm someone who'd let cheaters cheat. Except in multiplayer when the other players don't want it.
Obviously, the online mode should take care of checking the integrity of figthers and stats by comparing hash values from both player's files for example.


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