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Wait, I know it was just explained but I'm still sort of confused about the Gognio thing. Is the gognio attacks just your special attacks or is it it's own thing?
Regular specials are moves like Hadouken that require a certain input to perform. Gognio are special moves that require meter, similar to Akuma's Instant Hell Murder. That's how I interpreted it at least.
(04-27-2014, 07:43 PM)Phantom Killah Wrote: [ -> ][Image: 5eN0SwK.gif]

"walking"

WHY IS THIS ODDLY CUTE.

(04-27-2014, 10:13 PM)TomGuycott Wrote: [ -> ][Image: 4hOnFly.png]

So I'm learning 2D fighter maker, even though we have a from-scratch version also coming. This one we can call the "Not-so Turbo Edition".

You know, I was actually going to post asking about this. We've got two projects for this being worked on independently side-by-side. I really like this idea.

Would it be possible to throw in additional mechanics not slated for the actual game in this version (and thus function more like a sandbox since I assume they're far easier to code in this engine), like tag-team functionality and (ironically given your post) Turbo mode?

(04-27-2014, 11:48 PM)Crappy Blue Luigi Wrote: [ -> ]i think gors would sooner die than convert his music into midis

I kinda wish FM2K had support for visual filtering so we could limit the palettes without any additional work/effort, change the music into midis and just say this version's the Game Gors port.
As suspected, the sheet I'm using was outdated. It was just missing sprites though, which I found after digging through the old topic. It includes the victory pose, mugshot and small icon.
Regarding the sound, can't you guys just use Wavs?
I know it'll make the file size bigger but that shouldn't be that big of an issue.
That's what I intend to do for the Fighter Maker version. The file size is HUGE, but frankly I don't give a crap on my end. xD

I know it might be an issue for some people though, so I'll make an appropriate "small size" version with alternate not-as-good music, or just a CD track version since that seems to be supported by the Fighter Maker.


Also worth noting: I figured out how to make the CPU do things! And I can make them vary from incredibly stupid to incredibly cheap!
nicktendo, your sheet is very cool, but there is barely any range put into some of the attacks. judging by guycott's screenshot, it looks like you need to be at a very specific point to attack someone.
I was thinking of making up for that with some extra mobility and jumping. Also, not all of his attacks are short-ranged, such as his Down Kick (which in testing is almost overpowered the way I currently have it set up).

I'm open to extending his range just a bit though, probably with some claw effects for his attacks to just increase the general range of it.
[Image: r4VPKCy.gif][Image: T3OQxES.gif]
Changes:
-Custom Clash Rise (Special 3) is now Angry Boxing Glove Upper.
-Decided to rotate the rolling attack myself.
-Neko's legs are up in his KO frame.
-Golden Neko releases stars like firework as his Special 2 attack.
-I have watched the anime of JoJo's Bizarre Adventure with my brother and decided to update Neko's mugshot.
EDIT: Wanted to reupload Robo9's sheet aswell. The toe-stomping attack might be outdated, but that's it.
Nicktendo, how about exaggerating some moves to compensate for the little range your attacks seem to have? For example, Kick2 could have a 1 or 2 full body diagonally stretch/skew hit frames. Also, I don't think you need that 2 frame start-up at all. For the new Punch, you could extend/stretch the motion blur past the endpoint so it seems more powerful. Plus doing so adds a sense of recoil(?) from extending too far.
The new punch is a jumping uppercut, so Neko's already moving. I don't think an extended blur is needed.
I'll work on Kick 2 when I have the time. I'll take a look at the other moves and see what I can do.
although neko prepared to attack for his boxing glove attack, its still not exaggerated enough (as in it doesnt look strong). you should take a look at this again.

[Image: ibaoq7CIKF8VdK.gif]
So after spending all day sniffing glue, I somehow have a playable build of the Fighter Maker version of TFR made. The bad news is that it is REALLY unpolished, so you'll have to look past the fact that HUD elements don't appear in the right places, there's no backgrounds or text 90% of the time, the players don't start in the right positions and the computer opponents for some reason can clip out of the camera's focus on player 1, and the characters have incomplete movesets (mostly just specials and finishers) and need to be rebalanced/tailored to the intention of their creator's original visions.

Also I don't know a good website to upload this to. If someone posts a suggestion I'll post it in the morning before I go to work.
you could dropbox it! or maybe upload it to mediafire
Alright.

http://www.mediafire.com/download/s1sqbq...0s/TFR.zip

Like I said, it's not perfect, and the file size is pretty huge due to one uncompressed WAV file. The menu system is basically total banannas... from what I can gather, after you press one of the confirmation buttons, the cursor lets you select Story (the only mode you can fight CPUs, but by far the buggiest mode in terms of graphical scrolling for the background), and below that is VS, and below that is Team Battle, which probably won't work well because I didn't set up any team elements at this time.

In terms of controls, I recommend immediately changing them to something you're most comfortable with from the tab on the top, because the defaults can be kind of weird. When you open the game, pressing a button brings you to the screen with the selection cursor (Gamergirl), and hitting it again brings you to story mode. There are multiple slots for characters (that are all entirely invisible right now), but the top 3 are C2B, Bouncy Cat and Gilbert, the only three implemented characters right now.

In story mode I made it so that you can fight against all 3 characters as the character you choose, BUT the catch is that for some reason you don't switch battles until YOU lose all your health. The CPU doesn't die for some reason when they lose all their health, though, so they can help you with that.

Basic Controls:
The game has six mappable attack keys, but the only ones currently utilized are A for punches and B for kicks. There are also special moves, all of which use a Ryu Fireball motion, or Quarter Circle Forward or Back. C2b is the only one without special moves at the moment, and although the GOGNIO bar will appear, at this time there are no GOGNIO specials or finishers. Alternate basic attacks are achieved by pressing forward, back or down before attacking.

Current Special Move Controls:

Gilbert:
QC Forward Punch - Straight Bullet
QC Back Punch - Anti Air Bullet
QC Back Kick - Candle Head
A+B - Parry (Currently broken)

Bouncy Cat:
QC Forward Punch - Nyanken
QC Back Punch - Boxing Glove
QC Back Kick - Super Neko

Feel free to give feedback on certain elements. Even though I already know lots of it is currently broken, all feedback is valuable to the process of making this game appealing to as many of you as possible.