03-13-2012, 08:11 PM
03-13-2012, 09:53 PM
03-13-2012, 09:58 PM
If we're going the Jojo route, I might have to look in the more "mecha" characters.. if JoJo's Bizarre Adventure has any.
03-13-2012, 10:12 PM
There are no mecha characters unless you count the infamous "bulldozer" that Dio guy has...
Just make it look like a Gundam. It's close enough.
Just make it look like a Gundam. It's close enough.
03-13-2012, 10:38 PM
Actually a few of the Stands have a sort of armored look. Check some of them out.
03-14-2012, 07:41 AM
(03-13-2012, 09:58 PM)Gaia Wrote: [ -> ]If we're going the Jojo route, I might have to look in the more "mecha" characters.. if JoJo's Bizarre Adventure has any.
giorno giovanni stand is basically you.
03-14-2012, 11:23 AM
I'll need to look into this style sometime so I can make my character.
03-14-2012, 12:24 PM
(03-14-2012, 07:41 AM)Meta Wrote: [ -> ](03-13-2012, 09:58 PM)Gaia Wrote: [ -> ]If we're going the Jojo route, I might have to look in the more "mecha" characters.. if JoJo's Bizarre Adventure has any.
giorno giovanni stand is basically you.
It's name is Gold Experience, if you want to search more:
03-14-2012, 05:24 PM
okay, might as well say it, I was *planning* on doing a surprise assist but seeing as how I'm a lazy fuck and I haven't gotten around to it (and most likely never will due to how busy these next few weeks are), I'll just pose it to you guys:
Why the HELL is this guy not an official assist yet???
Why the HELL is this guy not an official assist yet???
03-14-2012, 05:27 PM
Mom, why did you make me?
Ok, bye mom.
Ok, bye mom.
03-15-2012, 02:49 PM
(03-14-2012, 05:24 PM)Rosencrantz Wrote: [ -> ]okay, might as well say it, I was *planning* on doing a surprise assist but seeing as how I'm a lazy fuck and I haven't gotten around to it (and most likely never will due to how busy these next few weeks are), I'll just pose it to you guys:
Why the HELL is this guy not an official assist yet???
03-15-2012, 02:57 PM
Man, my voice would be so silky smooth if we could do voice acting
I love the mugs I'll have to do that when I get back from my walk.
I love the mugs I'll have to do that when I get back from my walk.
03-19-2012, 05:58 PM
Alright here's the thing. Up untill now, I've been coding the more basic things for TFRDtW in both MUGEN and MMF2. At first I was planning on continuing it in MUGEN and abandoning MMF2, but after a few things considered I have become unsure. So, I need a few opinions. Mugen or MMF2?
In the tags there are pros and cons between the two. No matter what, a demo will be released next Monday. I just dont want to get two different engines up to a presentable demo mode during a vacation.
MUGEN:
Pros:
*The play style will most likely be better overall. It /is/ a fighting game engine that has been shown over time to be used to create decent stuff and full games.
*It will also allow for a better AI and more fighting modes. (Team battles, a MvC styled tag team match, etc) It would also allow for a more traditional input (I'd be able to do the directional influence for the weak/strong attacks and hyper moves would be activated with a QCF or QCB input as well.
* I'd also be able to use up to 6 different character palette swaps for each character.
* Internet play is also more likely.
*Rainbow mode would be easier to code
Cons:
*It would cheapen the feel. Instead of a engine developed by scratch, it's a premade engine.
There would also be less customization. I wouldn't be able to add interactive stages or such.
*Also, each character would have a small selection of helpers instead of everyone having a large pool of assists.
* Certain assists would be hard to code or impossible, such as ones that grab.
*I would also have to learn how to code certain moves, such as Midnight Moe. Theyre no way impossible, but it's the fact I don't know how to do them.
* Also spritalities would be performed when the meter used for specials or when an opponents health was at a certain point, not at the end of the match like MK
MMF2
Pros:
*In MMF2, I would be able to code interactive stages. Multi layered stages, conveyor belts, assists coming out to attack at certain times, the works. Stages would be in no way flat.
*More platforms. I would be able to export it as a flash file, exe, iPhone app, etc. I would be only limited to what ClickTeam has for it's exporters.
*An actual story mode. In MUGEN, I would be limited to a tournament styles story mode. With MMF2, I would be limited to my imagination. Anything from a strict tournament to a SSE styled beat em up.
*If custom costumes are available, there would be able to be actual costumes. In MUGEN, it would have to be solely palette swaps
*Unlockables. I could set up an unlockable character system, in which getting through certain parts of a mode would give you a password to unlock a character.
*Spritalities would be at the end of a match, like MK
*A more indepth mode select
*Easier stage animations
*Mini games would be easier to do, and better implemented
*Each character would have the same large pool of assists. I would also be able to do an item such as a the assist trophy, which would call an assist when grabbed.
*The training mode would actually use a specific dummy, instead of an actual playable character.
Cons:
*The AI would be more predictable and not as developed.
*Less multiplayer fighting modes
* While not necessarily a con, the input system would use six buttons instead of a two button with forward or backward input effecting the move.
*Not necessarily a con either, but the hyper moves would be different. One button would be the "hyper button" Depending on the Hyper meter, a different move would be performed.
Pros:
*The play style will most likely be better overall. It /is/ a fighting game engine that has been shown over time to be used to create decent stuff and full games.
*It will also allow for a better AI and more fighting modes. (Team battles, a MvC styled tag team match, etc) It would also allow for a more traditional input (I'd be able to do the directional influence for the weak/strong attacks and hyper moves would be activated with a QCF or QCB input as well.
* I'd also be able to use up to 6 different character palette swaps for each character.
* Internet play is also more likely.
*Rainbow mode would be easier to code
Cons:
*It would cheapen the feel. Instead of a engine developed by scratch, it's a premade engine.
There would also be less customization. I wouldn't be able to add interactive stages or such.
*Also, each character would have a small selection of helpers instead of everyone having a large pool of assists.
* Certain assists would be hard to code or impossible, such as ones that grab.
*I would also have to learn how to code certain moves, such as Midnight Moe. Theyre no way impossible, but it's the fact I don't know how to do them.
* Also spritalities would be performed when the meter used for specials or when an opponents health was at a certain point, not at the end of the match like MK
MMF2
Pros:
*In MMF2, I would be able to code interactive stages. Multi layered stages, conveyor belts, assists coming out to attack at certain times, the works. Stages would be in no way flat.
*More platforms. I would be able to export it as a flash file, exe, iPhone app, etc. I would be only limited to what ClickTeam has for it's exporters.
*An actual story mode. In MUGEN, I would be limited to a tournament styles story mode. With MMF2, I would be limited to my imagination. Anything from a strict tournament to a SSE styled beat em up.
*If custom costumes are available, there would be able to be actual costumes. In MUGEN, it would have to be solely palette swaps
*Unlockables. I could set up an unlockable character system, in which getting through certain parts of a mode would give you a password to unlock a character.
*Spritalities would be at the end of a match, like MK
*A more indepth mode select
*Easier stage animations
*Mini games would be easier to do, and better implemented
*Each character would have the same large pool of assists. I would also be able to do an item such as a the assist trophy, which would call an assist when grabbed.
*The training mode would actually use a specific dummy, instead of an actual playable character.
Cons:
*The AI would be more predictable and not as developed.
*Less multiplayer fighting modes
* While not necessarily a con, the input system would use six buttons instead of a two button with forward or backward input effecting the move.
*Not necessarily a con either, but the hyper moves would be different. One button would be the "hyper button" Depending on the Hyper meter, a different move would be performed.
03-19-2012, 06:05 PM
I'm noticing that there is no noticable defined design document link anywhere. Have you guys created and constructed an organized design document containing ideas, mechanics, programming systems, limitations, and overall game requirements? Confirmed characters, assists, actual indepth gameplay analysis?
It's very easy to start a design document that everyone can share, whether it be via Dropbox (so you can still access files offline), or Google Docs (so everyone can edit and talk about stuff in realtime). I would honestly recommend building one as soon as possible-- a thread full of different information in different pages won't cut it if you want your project to be the best it possibly can be.
And yes, I am willing to help out.
It's very easy to start a design document that everyone can share, whether it be via Dropbox (so you can still access files offline), or Google Docs (so everyone can edit and talk about stuff in realtime). I would honestly recommend building one as soon as possible-- a thread full of different information in different pages won't cut it if you want your project to be the best it possibly can be.
And yes, I am willing to help out.
03-19-2012, 06:06 PM
While I don't like having to use so many buttons, I'd go with MMF2 for sure.