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The Fighter's Resource [Program] (Updated 4/26/17)
#76
(08-22-2015, 04:41 PM)Gors Wrote: i can't make the game run, as it closes immediately upon its execution
I had to go to "Data Execution Prevention" and make the tfr exe an exception for it to run properly.
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#77
Did anyone else ever have trouble playing and figure out how to fix it? I'd hate for Gors to be unable to play this. Sad

The Run as Administrator type functions didn't seem to work, and I KNOW some have had this problem in the past (myself included), but I forget how to fix it, if it is even the same problems.
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#78
The 6.1 version closes when I open it as well.

Do you think copying the new files over the old files to the 6.0 version might work?
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September 1st.




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#79
Hmmm, if it is what I think it is, it might work. Give it a try, overwrite all files in .6 with .61

I deleted an old placeholder stage for Gilbert recently, but first I deleted it in the folder files and then realized it was screwing with my ability to edit. So I added it back in, then deleted it in engine, then it worked.

If it doesn't work after that it might be something else, but I'm assuming .6 did work for you, Phinx? I don't know if it worked for Gors, and when I got Nick to work with it, but all I did was send him a new main file and Icicle's new file


http://www.mediafire.com/download/aktxk2...ver062.zip Try this one, tell me how it works.
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#80
Reporting in to be completely unhelpful and also state that it doesn't work.

Disabled my antivirus, running Windows 10 Pro 64 bit here. Game immediately closes when I open it.

I don't think it's you, per se - I think it's the persnicketiness of FM2k. Lemme give .6 a try, and see if that works

EDIT: Went all the way down to 0.4. Didn't work. I think it's just this lousy fricken OS lol
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#81
The one you posted above works fine for me.

Windows 8.1 64 bit
Animations - MFGG TKO (scrapped) - tFR
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"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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#82
I also forgot to update the first post with version .62, so if you want to test that one make sure you go to my post a few posts up from this one.

I plan on doing something with the engine that may potentially fix the problem I might have caused that made certain versions unplayable, but it will take some time. It'll basically be my effort to get the characters in the correct order on the select screen, as right now they are pretty much just in the order I created the files.
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#83
6.2 works for me and copying 6.1 over 6.0 worked as well. This is on another note.

Icicle is a great ranged fighter but his punch combo's cool down time is so long her gets punished if his opponent blocks them they can close in on him and really deal bad damage because Icicle stays still so long after the punch combo. Also Icicle's jump is very high and long, he stays in the air a little too long making his jump kind of inconvenient because it takes forever for him to come back on the ground.
Sorry if I'm piling problems on you, keep doing what you have to do.
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September 1st.




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#84
Thanks for the feedback! Icicle's punch combo has been somewhat a work in progress so far. In early stages, it was too powerful. Chip damage alone was enough to cripple the competition. I plan to reduce the cooldown just a little bit, but right now he can also go into his Forward Punch from the end of his N Punch combo, but it is tricky. I plan to smooth that out too, and maybe give Back Punch as an option to combo into as well.

As for the floatiness, I think I was looking at Dhalsim for some inspiration in that decision, but it is perhaps a bit too drawn out and floaty. I'll probably either keep the height high, or make it floaty and shorter. The main reason I did the floaty approach is because it gives him options with his Air Kicks, which can go sideways or straight down pretty quickly.
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#85
Oh I didn't know if the floatiness was intended or not. It's cool it's just he's up their so long people can set him up on the ground pretty good. Also I don't know if he's supposed to turn around when he jumps over his opponent to stay facing them, because when you jump over your opponent their is not much you can do until you hit the ground which takes a while since he's facing away from them.
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September 1st.




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#86
I'm happy the latest fix seemed to remedy most problems with the closing problem. If any similar problems persist, let me know!

As for my next update, I hope to get Assist characters into a test stage, and I also plan to dabble with Alternate Specials with Chris and Neko. I have two ideas for that, and since there are two characters with alternate specials I figure I might as well try out different ideas.

The main hurdle I have remaining is how to do custom win markers. It is really finnicky, and if I get it to change it either changes them all, or changes back when the next match starts. I have several convoluted ideas for that as well, but it will take some tricky stuff, and may be more worthwhile to put markers like that at the bottom or side of the screen.
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#87
Double posting because I have a question for the community on the subject of Spritalities. I just recently discovered a method to potentially get them to work in a similar fashion to a traditional Mortal Kombat fatality, and I just wanted to know whether people preferred the current "One Hit Kill" method, or would prefer the Mortal Kombat style method.

One thing I haven't completely figured out how to do yet is how to make Spritalities only work on the final round. They are pretty much going to be able to do so if I make the special bars a little harder to fill (which I probably will, as they are now they fill way too fast), thus making that point moot.
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#88
The Mortal Kombat approach sounds cool opposed to the One Hit Ko because it is kinda cheap.
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September 1st.




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#89
I'm for the MK option too!

oh and I don't think I ever mentioned that I think this is cool and you're doing a good job
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#90
Been almost a year again. I don't have much to show for the time (I became a manager this year), but I've had a big burst of inspiration recently, and I am finally cracking the code of a true Spritality program.

If there's anything the community wants prioritized let me know, but as usual it is somewhat sporadic because there's still a lot of work to do for all characters. The only thing I definitely HAVEN'T figured out is how to have different "finishes" designated on the HUD. I can randomize the image, but I can't designate it to be a specific image the whole match yet.
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