alright, yeah, i managed to get a few real hits in that didn't knock down. my suggestion would be to add in a combo counter in the next ~demo~ to see whats an infinite and whats just the CPU not blocking/just jumping. P:
judging by the combo system, id imagine viper's infinite would be corner-only since the pushback is only on the opponent. with the wall behind them, both characters stay still and you can just chain P into P into P into etc. this probably applies to the other 2 too, but its hard to test when the CPU just wants to jump 24/7 lmao
if that's not it, i imagine anti-air f. P -> P might juggle but idk
easy solution, if the first is the case, is to move the character attacking back a little after each P/K so the PPPPP/KKKKK chain stops after 3 or 4 of 'em. otherwise, i 'unno.
e: also for the combo system you can keep it pretty basic, just add pushback to the attacker and they can get like PPK->Special or variations of that.
I don't know if blocking was integrated in the demo, but I noticed that in some circumstances some blocking frames appeared when using/against C2B.
blocking's there for everyone i think, but only c2b has the bubble.
Forward Kick! (Also yes, I'm on winter break, so ATM I've picked this up again :>)
I don't know what to do about the "pow" part, as in what should fly out of the Tuba. I couldn't really get any "air" to look right.
Also, Gors, by "I'll edit this when I get home", did you mean your post with advice?
(12-21-2012, 04:59 PM)Baegal Wrote: [ -> ]
Forward Kick! (Also yes, I'm on winter break, so ATM I've picked this up again :>)
I don't know what to do about the "pow" part, as in what should fly out or the Tuba. I couldn't really get any "air" to look right.
Also, Gors, by "I'll edit this when I get home", did you mean your post with advice?
Have you tried (distorted) musical notes?
"Also, Gors, by "I'll edit this when I get home", did you mean your post with advice?"
I meant an actual sprite edit, but yeah, work's been rough to me and I barely have time for myself
@Nick: I tried a few, but can't really get it to work right. They looked weak whenever I tried it, but I'll mess around with it more later.
And don't worry too much, Gors. I still have time to see what I can do about it.
Perhaps a music note in a loud text balloon (a spiky text balloon) that shakes (shring/grow) for a more powerful effect. The note can shake/jiggle/whatever in the balloon itself to add to the effect.
I played it and its pretty damn fun, the AI kicked my ass many a time! but I'd advise in game maker especially to load your content from files rather than have it part of the game (because if its part of the game all resources get loaded to memory at once (this includes all rooms, textures, sound effects, etc.) may not seem much now but as content is added the memory will be eaten up.
I used to be a guru at game maker back in the days of GM6.1 but I swapped over to C++ and c# shortly after the release of GM7. dare I say I'd have not stood a chance without the understanding of game logic I got from GML.
I actually started with learning C# and went to game maker because it can make games a lot faster albeit a little more limited in what you can do.
I'm learning java now for the sake of it, but it's kinda time consuming to make games with, so I want to use it for simple programs and apps.
Python with pygame is the way to go.
if you like I could help port it into XNA, theres very little faffing about and I've already made my own asset manager, object handling and saving. (the asset manager handling sounds and textures without the xna content processor)
I think I could get the memory consumption below 15000K and the CPU usage below 6% (on my machine its showing 35000K memory and 22% cpu, these are issues with game maker)
I could add player and map text formats, pointing to the textures so people could make and test their characters while they make the sheet / map and I'm in the process of making a physics engine for my other games, I could use its collision detection to allow for unique hit boxes to moves (I recall Game maker being quite linear in collision detection, things may have changed since GM6.1 though)
Also I've given my go at java and I'd say its one of the better languages to write a game in, the only problem is limitations of the language, such as no overloading methods (which means you need to use ugly syntax such as Vector2.Add(otherVector2.Sub(otherotherVector2)); )
EDIT: its also worth mentioning I've streamlined my engine on a handy components system, I could whip up a component with gamemaker kind of pacing, most of the code should transfer cleanly into it (given some fixing for language differences)
EDIT EDIT: random note, but with XNA alternate colour schemes would be simple and fast, on loading the level P2 gets a copied instance of the texture, get the texture data, for loop through the colours, if colour is a changeable colour, change it, then pass the data back into the texture, there are now 2 different coloured versions of the same character, no time consuming shaders or fidgity texture importing.
Here's some gameplay feedback.
I think the characters can jump too far relative to how big the sprites are. I mean they jump high enough and their floatiness is fine but they go way too far on the x axis. I often overshoot when I'm trying to throw a flying kick/whatever at my opponent. Also, having such perfect control of your character's jump arcs seems a tad ridiculous. Air control should be toned down a little.
Half the moves seem to cause a knockdown, and that seems to break the flow of a match a lot - though lots of people have already said that. I think my main problem with the knockdowns is the fact that they're really fast. Like gravity's ultra high when you get hit or something. I think it'd make a big difference to make knockdowns slower.
Hope that helped.
I found a glitch, I was testing out Gors against himself; both me and the CPU used the forward punch at the same time, and the CPU flew through the floor.
The "Lose" sprite.