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Shoujo FamiFighter (Localized name: Adorable Entertainment System Showdown)
#16
.....Paged sorry

(07-11-2016, 11:32 PM)JazzGW Wrote: *shamelessly bumps her own thread*

I'm working on bringing this back from the dead. more or less starting from scratch, so expect most things to be different, cuz I can't remember for the life of me what i worked on before..


Where the images at though

Let me know if you need some help with figuring out any coding or math problems.
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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#17
(07-11-2016, 11:57 PM)TheShyGuy Wrote: .....Paged sorry

(07-11-2016, 11:32 PM)JazzGW Wrote: *shamelessly bumps her own thread*

I'm working on bringing this back from the dead. more or less starting from scratch, so expect most things to be different, cuz I can't remember for the life of me what i worked on before..


Where the images at though

Let me know if you need some help with figuring out any coding or math problems.

those images in the first posts are gone cuz i uploaded them on some public image board, so they must have expired. I'm working on redoing everything now so i'll post a good update soon! - v •

(Just realized that I might be breaking rules for having nothing to see on this thread, so I'll have a real update asap!)
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#18
Your host can't store images ? Maybe you have to reconfigure the XML indexation of the images.
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#19
Don't think she has one?

Something I can suggest, though, is always making backups of stuff, somewhere.
(Ideally where you'll remember, but I'm not someone who should be talking about this...)
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#20
I can store them now in deviantART Sta.sh. And I wasn't too proud of what I had before anyways, so it's okay.

I have eight characters for a temporary roster:
[Image: 1_by_jiyako-da9vl2z.jpg] [Image: 2_by_jiyako-da9vl2w.jpg] [Image: 3_by_jiyako-da9vl2t.jpg] [Image: 4_by_jiyako-da9vl2o.jpg] [Image: 5_by_jiyako-da9vl2j.jpg] [Image: 6_by_jiyako-da9vl2g.jpg] [Image: 7_by_jiyako-da9vl2d.jpg] [Image: 8_by_jiyako-da9vl28.jpg]

The catch of this game will be that each character has an advantage and disadvantage over others depending on their gameplay style. i.e. Some can't jump and have to climb, have two or three different attacks (as opposed to just one), etc. I'm keeping the thing about characters playing exactly how they do in their original game, so this will be anything but a traditional fighting game. Although I might be jumping boundaries of game design, this is mostly just a fun experiment for me.
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#21
GHA!
I still gotta post all my traditional art to DA!
Is it sad I actually feel like some of my older stuff is BETTER than what I can make now?

How many characters total are you planning?

jumping game development boundaries is a good thing sometimes
So many games are basically exact copies of each other

mixing things up and/or taking your own approach creates something unique and fresh.
Well, when done right.
It doesn't sound to me like you've got anything that is destined for failure right off the bat, so I'm curious to see how this experiment of yours plays out.
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#22
(07-12-2016, 05:10 PM)DarkGrievous7145 Wrote: How many characters total are you planning?

i've gathered quite a bit thanks to all the TSR uploads (seriously THANKS you all! i have no good ripping software plus i'm probably not great at ripping in general lol), but it depends on how many characters i can accurately replicate their mechanics.

(total of 25 sprite sheets so far)
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#23
[Image: ezgif_2438732970_by_jiyako-da9xk24.gif]

Here's Moby from Wurm: Journey to the Center of the Earth, an weird Ridley Scott/Metroid-inspired action game from 1991.

Changes (from original gameplay):
• Press A to shoot, B to kick, and Up to jump (jump and kick were reverse in the original game)
• No crouch (CF2.5 is pretty buggy with their older platform engine, so I might switch to the newer engine just to do away with the weird glitches)
• Slightly less gravity

Advantages:
• Jumps high
• Rapidly shoots bullets
• Kicks in the air

Disadvantages:
• No crouch (will probably change soon)
• Low stamina (pretty weak in the original game)
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#24
The game will simulate the same hardware limitations of the NES ?
I suggest you to add more frames to the run animation for fluidity. And add more realism to the physics (speed curves, collisions reactions).
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#25
(07-13-2016, 03:34 AM)iyenal Wrote: The game will simulate the same hardware limitations of the NES ?
I suggest you to add more frames to the run animation for fluidity. And add more realism to the physics (speed curves, collisions reactions).

Limitations will be simulated. It'll play as if it were an actual NES game, so I'll keep things crisp but still rather primitive and simple. In other words, animations will be pretty choppy as they were in their game of origin, but it's my way of keeping it authentic.

With that said I am going to fix the physics in the next update, because what I have now is pretty buggy. lol
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#26
(07-13-2016, 03:56 AM)JazzGW Wrote: animations will be pretty choppy
The NES have pretty good hardware sprite animation support, see Kirby’s Adventure.
Do you have started level design ,or have ideas about the world you will place your characters ? I wonder how you will be able to create a world that can complement to the personalities of all your characters.
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#27
(07-13-2016, 04:49 AM)iyenal Wrote: Do you have started level design ,or have ideas about the world you will place your characters ? I wonder how you will be able to create a world that can complement to the personalities of all your characters.

Haven't decided on those yet. i'm more focused on the individual characters and how they play since it'll be the bulk of the work.
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#28
Where you arrived in your project currently ?
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#29
my mind is all over the place right now. I'm focused on other things at the moment. it'll be nice to come back to this every once in a while tho.
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