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have a crapsman slap, too.

i also made an icon for crappy:

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here's lookin' at you, doc ock.
(03-30-2014, 08:18 PM)Baegal Wrote: [ -> ]Well, for one, the knees aren't moving!
Take a look at some of the walking frames here and see if it gives you a better idea of what you should be looking for.
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Oh, actually, aren't Chris' arms wrong here? The left arm should go forward while the right leg is forward, and so on, right?

Quote:That's a fun idea, but I would like to use my original idea because having a means to instantly KO your opponent (even if you do it to yourself) feels a little overpowered to me. Ton is fine because he does it in a way that doesn't give the opponent an unfair advantage, but the moment you summon Kevin that you lose is a bit unfair.

I am 200% sure Gors was joking

I think OHKOs should be avoided altogether. It's just unreasonable, even with the speed handicap. In fact, there should probably be a damage output limit.
As a side note, I think Chef's Knife doesn't actually cause instant death in most FF titles (although it's still pretty powerful.)
Thanks for pointing the arms out, Iocus! I've updated that too now:
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(03-31-2014, 06:43 AM)Iocus Wrote: [ -> ]I am 200% sure Gors was joking

I think OHKOs should be avoided altogether. It's just unreasonable, even with the speed handicap. In fact, there should probably be a damage output limit.
As a side note, I think Chef's Knife doesn't actually cause instant death in most FF titles (although it's still pretty powerful.)

I knew he was joking. All I did was throw my two cents in and suggested another idea that would also live up to Kevin's character.

Anyway, I get what you are saying about the one hit KO things being literally overkill, but I thought it would be acceptable because of how I attempted to balance it out. Still, if anyone doesn't want one hit KO in the game, I'm perfectly fine with it and nerfing the amount of damage Ton does.
I mean, it could be a high risk high reward type deal. I was thinking of changing the assist deal just a bit, something like that there is a specific input to summon an assist that drains your Gognio bar, but it's completely random on which one you get.
(03-30-2014, 09:05 AM)Iceman404 Wrote: [ -> ][Image: x7tz3.gif]
The guy seems to be Chaoxys' character, "Glub Glub"
Well his name is Adrian but sure, Glub Glub is fine too.
(03-31-2014, 12:59 PM)[MachoBot RoboSavage] Wrote: [ -> ]I mean, it could be a high risk high reward type deal. I was thinking of changing the assist deal just a bit, something like that there is a specific input to summon an assist that drains your Gognio bar, but it's completely random on which one you get.

To be honest, I didn't quite catch how assists appear on the field in the first place and I just assumed that they worked the same way Assist Trophies work in Brawl (i.e. you pick up the item and you get a random helper).

Basically, I was thinking maybe that the better a summon is, the lower the probability of it appearing. Considering how weak I made Kevin, he would have a high chance of appearing. Due to how tricky Ton is to use with his instant death attack, he would have an uncommon chance of being summoned. As for Vinn, his skill is arguably the most powerful of the set I just mentioned, so he would be rare.
I finished the walking animation. I don't know about you, but, It looks a bit to fast.
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I haven't updated my sheet yet, but here it is so far:
(03-31-2014, 12:59 PM)[MachoBot RoboSavage] Wrote: [ -> ]I mean, it could be a high risk high reward type deal. I was thinking of changing the assist deal just a bit, something like that there is a specific input to summon an assist that drains your Gognio bar, but it's completely random on which one you get.

Might I suggest you model it after Marvel vs Capcom's assist system? You know:

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randomly select an assist character from a pool of characters before each match

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Go into a fight and do an input that's the designated "assist buttons"

and then

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wham

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bam

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bibbidy BOP


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Each assist has its' own utility and power, and each has a set number of uses dependent on how powerful they are. For example, if an assist heals you or has screen-filling attack, it's probably gonna have one to three uses (Juggernaut here has 3).

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Where something that does a quick, easily dodgeable attack, like a quick dash across the screen or a small spray of bullets, it'll have a lot more uses available (Jubilee has 8).


Or something like that! MvC also has inputs you can put in to get specific partners, and you can hit a button while it's scrolling the list to try to stop the cursor on a specific one, as well. Obviously tweaks can be made, it's just a pretty neat and simple set up.
(03-31-2014, 05:33 PM)Tellis Wrote: [ -> ]Might I suggest you model it after Marvel vs Capcom's assist system? You know:

randomly select an assist character from a pool of characters before each match

Go into a fight and do an input that's the designated "assist buttons"

and then

Each assist has its' own utility and power, and each has a set number of uses dependent on how powerful they are. For example, if an assist heals you or has screen-filling attack, it's probably gonna have one to three uses (Juggernaut here has 3).

Where something that does a quick, easily dodgeable attack, like a quick dash across the screen or a small spray of bullets, it'll have a lot more uses available (Jubilee has 8).

Or something like that! MvC also has inputs you can put in to get specific partners, and you can hit a button while it's scrolling the list to try to stop the cursor on a specific one, as well. Obviously tweaks can be made, it's just a pretty neat and simple set up.

Are you suggesting this as a way to let other users join the game without becoming full-fledged characters? Because based on what I've been reading, that's gonna be the case.
From what that sounds, that doesn't sounds like a bad idea. This could go well for people who just want to make small appearances instead of big ones in the game, such as me, who honestly don't find my avatar design cool enough to be a fighter (and it's hard for me to imagine how a cockroach in a bike would work in a fighting game).
Hmmm... I think I'm going to change up my specials and maybe a few random attacks to have a bit more personality. I want to keep the crotch thrust laser of justice attack because... it's dumb and I love it. Outside of that I should have one attack reference Midas Machine because thats a big part of my spriting "career". Past that... idk, have I ever done anything memorable that stuck out to anyone?
iirc Gors already made a Green Guy (I can't seem to find it, but I could've sworn he posted it. Maybe in the old thread?)

Also, if Robo or Gors can explain, I never understood what the "GOGNIO" Part was for.
Is the battle style (assists, health, power, specials, etc.) already planned? Or are the mechanics still up for consideration?
(03-31-2014, 09:18 PM)Baegal Wrote: [ -> ]Also, if Robo or Gors can explain, I never understood what the "GOGNIO" Part was for.

Well, it's not my place to say, but what I can tell from the description in topic's first post, it's like most fighters' special bar, where it fills through several levels (1,2,..5),
And the player can perform strong, flashy moves (commonly known as supers). e.g.
http://youtu.be/oWz36CfCAv4?t=14s (Notice the special bar's level lowering before after using a super)
Here, the levels replenish automatically since it's in practice mode, but generally it goes up by landing or blocking blows.