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THE FIGHTERS RESOURCE - Official Thread
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Progress
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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Yay, more stuff I can do! When I can, I'm so going to make a Character Select portrait!
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Thanked by: Chris2Balls [:B]
That's awesome! Big Grin
I figured that 110x240 should do the job, but you can round it up to 128x240 and crop it afterwards.
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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Thanked by: Baegal
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Concept sketch happened
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My Game Maker games (Dropbox download links):


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Upped to 128x240.
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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Actually made a better-ish-possibly-bettter-maybe-I-don't-know-nerp-augh idle! ( DA Still makes it go too fast ;-; )
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Edit : FIXED WOOP LAWL
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Also, First special. Quirby just throws a Virtual Boy. Brillant.
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Current sheet (It's the same as last time except the VB spec., so have a link) :
http://sta.sh/0h88qlg2dwo
c e r t i f i e d   m e m e l o r d .
>> https://www.youtube.com/channel/UCM0jv_z...IciomDGEmQ << you should check this out
Thanked by: Chris2Balls [:B], recme
The idle is better, but there's a line of flashing pixels between the feet that is quite distracting.

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Hatching and cross-hatching in progress.
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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I edited the ducking animation and made a jumping animation (It has extra frames only to demonstrate how it might look in the game, with the first frame on the way up and the rest of the animation playing while falling down stopping on the last one until he lands)
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Also, the ducking animation may look a bit weird, as I think the positioning is off.
I make webcomics. You can check it out if you want.

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Thanked by: Chris2Balls [:B]
I hate to be a downer but someone needs to be a voice of reason here... The project is terribly cluttered as of now. :/

The idea for new characters to be added freely so that members outside of TSR's "circle of oldies" was a good idea, but at one point it got out of hand and now we have everyone and their mom joining in. Which isn't bad in itself, it's just that seemingly no limit has been set on characters and as I said, things have gotten horribly cluttered as a result.

Even if people meet the "project requirements", it doesn't necessarily mean they are relevant enough to the community to warrant being added, no offense to anyone here. Of course I am not trying to be discouraging to new members who just want in one the fun -- they are certainly free to try spriting themselves a character sheet/assist, but we can't let the addition of everyone's new character get in the way of the completion of the main game. It just needs to be established how many are going to be in the base game, and the rest can be added in later when the project is in a stable state. Simply put, not everyone should expect their characters to get added right now.

Aside from just characters though, it doesn't seem like it's been decided just how many assets will be needed for the game. At first we just had the characters with (mostly) basic fighting movesets, backgrounds, character assists and smaller character portraits. But now we have extra status effects, 50 more characters, and most recently these unnecessarily large character select screen portraits (which I should mention that while they look nice, will prove to be extremely difficult for a lot of the learning spriters to try and make -- and it's not fair for one or two people to have to make most of them). It just feels like we're setting our goals WAY too high. We need to be more realistic if we want to see this finished. Wait until the game makes enough actual development progress before trying to cram in all this extra stuff.

Additionally, since Gorsal stepped down, I feel like TFR needs a new project organizer to make sure things don't get out of hand like this. I know that TomGuycott is working hard to make sure the game maintains steady progress, but aside from that we need to set some boundaries here, some minimum goals. Otherwise this project will get overwhelming (especially for the programmer(s)) and it won't ever get finished.

I propose that we lock this thread and create two new ones -- one for character sprites/critique, and the other would be the main thread where discussion and ideas about the game can be passed along, as well as keeping all the game's current assets together neatly. This way we won't have this clusterfuck that makes it extremely difficult to keep track of things, and can effectively plan things out.

So what do you guys say? Let's work together to make TFR's development efficient and fun again!
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*Raises hand*

I AGREE
c e r t i f i e d   m e m e l o r d .
>> https://www.youtube.com/channel/UCM0jv_z...IciomDGEmQ << you should check this out
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Sounds like a plan to me! This topic is getting too big too quickly ever since it was rebooted. I believe that when we start the next thread, we should start it off with a review of what we've done so far (i.e. characters and assets) and what is in the process of getting added or removed.
(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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I'm going to disagree about the extras. Nobody has said that the extras needed to be put in or were requisites. They are extras and I regard them as fantasies I can toy around with while the basics are being laid down. Everything I make that isn't necessary is there as a suggestion, to keep things fresh and give ideas.
I'm for making threads for different aspects of this project - it means there's a growing interest! Smile

Edit: the minimum goals of this project are clearly in the OP. Whoever wants to make more can do so in my opinion, and we've found solutions to adding people in without doing a whole sheet (assists). I think you can also make a distinction between this thread, which in my eyes was made for posting assets (prospective or not) and the actual programming. All the more reason to make separate threads.

Edit 2: I also think it's important to project ourselves beyond necessities for this project, but it's true that we can't set our ambitions too high or we won't get any tangible progress. Let's be clear: I think it's already awesome that we could play around with our own characters and moves, even in its early stages. If I speak for myself, my expectations aren't incredibly high when it comes to the end result of the game (if ever there is one); I'm actually really enjoying the process of creating and imagining stuff for a potential game. And that's one word to emphasise: potential.
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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Can we have some type of character application process or something

Because a lot of people are trying to get in who I don't really think deserve it. Like, idk why we're obligated to program members who nobody knows and who haven't made their mark on the community yet. I feel like those people should be relegated to assists at best. It seems like nobody wants to say it, but I'm sure everyone's been thinking it...so if we had an application process, we could be more open about that.

It could also help with quality control of sheets.
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(05-25-2014, 01:48 PM)Quirby64 Wrote: DA Still makes it go too fast ;-;

try imgur

i support everything jetters posted, especially splitting characters and actual game discussions into seperate threads. an 'application' could probably be set up using a googledocs or something (here, for anyone curious)
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I don't see an issue in starting a spritesheet in the hope of being added in. Sure, a new member must be realistic: his/her chances of making the cut are practically null, but what is really important? In the context of this thread, I think it's about making the sprites regardless of being accepted. It's a great community activity.
When it comes to the game, however, then I have to agree with you, Starsock. That's why we should distinguish the two, as Mighty Jetters pointed out.
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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Thanked by: E-Man, Garamonde, Baegal, Phaze


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