10-14-2012, 09:29 AM
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10-14-2012, 09:48 AM
I don't really want to make a video.. I don't even have a youtube or anything to put it on..
I'm fine with a demo, but there really isn't much to see. But it is proof I guess.
CPU is on median. I haven't tested it on this level but it should be able to fight somewhat decently.
http://www.sendspace.com/file/1fk4iw
Edit:
Oh and the controls are
WASD - Movement
I - Grab
O - Punch
P - Kick
I'm fine with a demo, but there really isn't much to see. But it is proof I guess.
CPU is on median. I haven't tested it on this level but it should be able to fight somewhat decently.
http://www.sendspace.com/file/1fk4iw
Edit:
Oh and the controls are
WASD - Movement
I - Grab
O - Punch
P - Kick
10-14-2012, 03:02 PM
Oh yes. You've yet to make the KO and timer work correctly (and finish implementing the moves), but so far so good!
Could you put the sprites in a folder so we can change them? That'd be quite neat to try characters out.
Could you put the sprites in a folder so we can change them? That'd be quite neat to try characters out.
10-14-2012, 03:38 PM
They work, they just don't do anything yet~
The only moves that are missing, I think, are the specials and finishers.
I don't know what the button combinations are supposed to be yet so I haven't added any..
Each character will have different settings on their attacks so just changing the sprites won't work right.
Which brings me to this.
I would like everyone who has complete their sheet to fill this out for each of their characters attacks (Punches and Kicks).
damage = //The amount of damage, obviously.
vpow = //The vertical power (1-10) It's how far they will move upward when the attack hits.
hpow = //The horizontal power (1-10) It's how far they will move backward when the attack hits.
level = //This is the attacks power (1=Weak 2=Strong) Only really effects sprites
recovertime = //The amount of time it takes the opponent to recover (60 = 1 second)
type = //The type of attack (Air, Low, High, Ect)
hitframe = //The frame that makes contact (Note the first frame is 0)
//And the sounds effects for the attacks (Starting, Miss, Hit)
Example, here is Gor's Air Punch:
damage = 6;
vpow = 2;
hpow = 3;
level = 1;
recovertime = 5;
type = Air;
hitframe = 1;
Not too difficult, but it adds a lot of variety.Also for special attacks make a button combination and a description on how they work.
The only moves that are missing, I think, are the specials and finishers.
I don't know what the button combinations are supposed to be yet so I haven't added any..
Each character will have different settings on their attacks so just changing the sprites won't work right.
Which brings me to this.
I would like everyone who has complete their sheet to fill this out for each of their characters attacks (Punches and Kicks).
damage = //The amount of damage, obviously.
vpow = //The vertical power (1-10) It's how far they will move upward when the attack hits.
hpow = //The horizontal power (1-10) It's how far they will move backward when the attack hits.
level = //This is the attacks power (1=Weak 2=Strong) Only really effects sprites
recovertime = //The amount of time it takes the opponent to recover (60 = 1 second)
type = //The type of attack (Air, Low, High, Ect)
hitframe = //The frame that makes contact (Note the first frame is 0)
//And the sounds effects for the attacks (Starting, Miss, Hit)
Example, here is Gor's Air Punch:
damage = 6;
vpow = 2;
hpow = 3;
level = 1;
recovertime = 5;
type = Air;
hitframe = 1;
Not too difficult, but it adds a lot of variety.
10-14-2012, 04:01 PM
Would I fill in my character's information or would Gors do that? I don't know what my stats would be so...
10-14-2012, 04:25 PM
I don't know.
Considering he created the move-set I would say he would. It doesn't matter who does it really.
You can tell just by looking at the attack.
I filled out all of Gor's attacks, so, yea :p
Also there is something I forgot. You should also fill out your characters stats. There are only 4 right now.
mspeed = //Movement Speed (1-8)
jspeed = //Jump Height (1-15) really depends on weight though.
g = //approximately how heavy they are in kilograms. If you don't know I'll do it.
fspeed = //How fast they fall.
Considering he created the move-set I would say he would. It doesn't matter who does it really.
You can tell just by looking at the attack.
I filled out all of Gor's attacks, so, yea :p
Also there is something I forgot. You should also fill out your characters stats. There are only 4 right now.
mspeed = //Movement Speed (1-8)
jspeed = //Jump Height (1-15) really depends on weight though.
g = //approximately how heavy they are in kilograms. If you don't know I'll do it.
fspeed = //How fast they fall.
10-14-2012, 04:51 PM
All my stats are 255 across the board.
10-14-2012, 05:18 PM
(10-14-2012, 03:38 PM)Ploaj Wrote: [ -> ]They work, they just don't do anything yet~Can I suggest that we have a set maximum amount of points to put into stats total, so that things are balanced and people dont just put 9999999999 everything.
The only moves that are missing, I think, are the specials and finishers.
I don't know what the button combinations are supposed to be yet so I haven't added any..
Each character will have different settings on their attacks so just changing the sprites won't work right.
Which brings me to this.
I would like everyone who has complete their sheet to fill this out for each of their characters attacks (Punches and Kicks).
Also for special attacks make a button combination and a description on how they work.
damage = //The amount of damage, obviously.
vpow = //The vertical power (1-10) It's how far they will move upward when the attack hits.
hpow = //The horizontal power (1-10) It's how far they will move backward when the attack hits.
level = //This is the attacks power (1=Weak 2=Strong) Only really effects sprites
recovertime = //The amount of time it takes the opponent to recover (60 = 1 second)
type = //The type of attack (Air, Low, High, Ect)
hitframe = //The frame that makes contact (Note the first frame is 0)
//And the sounds effects for the attacks (Starting, Miss, Hit)
Example, here is Gor's Air Punch:
damage = 6;
vpow = 2;
hpow = 3;
level = 1;
recovertime = 5;
type = Air;
hitframe = 1;
Not too difficult, but it adds a lot of variety.
10-14-2012, 05:27 PM
I'm sure you are still debugging but I got this error.
ERROR in
action number 1
of Step Event
for object oCamera:
Error in code at line 1:
x1 = global.pid[1].x
^
at position 20: Unknown variable x
ERROR in
action number 1
of Step Event
for object oCamera:
Error in code at line 1:
x1 = global.pid[1].x
^
at position 20: Unknown variable x
10-14-2012, 05:59 PM
I've fixed that error now. It had something to do with the CPUs.
And the point of filling out the stats is so I can have a base on what the attack is supposed to do. Then I'll pit it against other characters and balance it from there.
And the point of filling out the stats is so I can have a base on what the attack is supposed to do. Then I'll pit it against other characters and balance it from there.
10-14-2012, 06:11 PM
i'd say that for now, set everyone with equal stats for now. balancing should done once everything else is complete, since its probably one of the most tedious things(and has to be done by the time everything has been implemented).
10-14-2012, 08:42 PM
What I mean is some attacks have different launch angles and effects than others. I can't just keep them the same because that's not really adding anything new; it's just basically a skin for Gilbert.
I would rather fully add one character at a time than add all characters at once and work from there.
That way I can focus on making each character unique instead of slighted edited copies of each other.
I would work on the rest of the systems, but I don't know what Gilbert or Vipershark's button combinations are yet. The next thing to that would be the spritalities, but I don't exactly know what either of theirs are supposed to do. :/
So you see, getting character's attacks should come before I implement the system into the engine.
Otherwise I won't know what I'm supposed to do and mess it up.
I'm sorry if any of this is rude... I'm just trying to be accurate and efficient on making the engine...
Edit:
So anyway the round system is done.
Next is just actually making the battle end.
I would rather fully add one character at a time than add all characters at once and work from there.
That way I can focus on making each character unique instead of slighted edited copies of each other.
I would work on the rest of the systems, but I don't know what Gilbert or Vipershark's button combinations are yet. The next thing to that would be the spritalities, but I don't exactly know what either of theirs are supposed to do. :/
So you see, getting character's attacks should come before I implement the system into the engine.
Otherwise I won't know what I'm supposed to do and mess it up.
I'm sorry if any of this is rude... I'm just trying to be accurate and efficient on making the engine...
Edit:
So anyway the round system is done.
Next is just actually making the battle end.
10-14-2012, 09:33 PM
You have too many frames for the actual hit. I would get rid of the second one and distort the first motion blur more. It should actually overshoot the final pose. Look at Meta's frames for reference.
10-15-2012, 10:11 AM
Stats
MOVESET:
- mspeed = 4
jspeed = 4
g = 65
fspeed = standard
MOVESET:
- PUNCH 1
damage = // 5
vpow = // 1
hpow = // 1
level = // 1
recovertime = // 30
type = // mid
hitframe = // 2
PUNCH 2a
damage = // 4
vpow = // 1
hpow = // 1
level = // 1
recovertime = // 40
type = // high
hitframe = // 2
(note: mini sentry deployed after on frame 2 if attack connects. it deals the same damage as the previous punch -its a two hit attack)
PUNCH 2b-minisentry
damage = // 4
vpow = // 2
hpow = // 1
level = // 1
recovertime = // 30
type = // low
hitframe = // 2
FORWARD PUNCH
damage = // 15
vpow = // 3
hpow = // 10
level = // 2
recovertime = // 60
type = // mid
hitframe = // 3
BACK PUNCH
damage = // 15
vpow = // 10
hpow = // 3
level = // 2
recovertime = // 60
type = // mid
hitframe = // 3
DUCK PUNCH
damage = // 2
vpow = // 0
hpow = // 0
level = // 1
recovertime = // 20
type = // low
hitframe = // 2
JUMP PUNCH
damage = // 4
vpow = // 1
hpow = // 0
level = // 1
recovertime = // 30
type = // high
hitframe = // 1
KICK
damage = // 2x3
vpow = // 1
hpow = // 0
level = // 1
recovertime = // 20
type = // mid
hitframe = // 2
FORWARD KICK
damage = // 15
vpow = // 20
hpow = // 2
level = // 2
recovertime = // 60
type = // mid
hitframe = // 3
BACK KICK
damage = // 8
vpow = // 1
hpow = // 10
level = // 1
recovertime = // 120
type = // mid
hitframe = // 3
DUCK KICK
damage = // 3
vpow = // 0
hpow = // 1
level = // 1
recovertime = // 30
type = // low
hitframe = // 2
JUMP KICK
damage = // 3x3
vpow = // 0
hpow = // 1
level = // 1
recovertime = // 30
type = // high
hitframe = // 1