Sorry if I'm stealing anyone's thunder here and answering on their behalf, as I am not in charge "mechanically"; like what goes into the game mechanics, but um if any (or all of this) is wrong, just correct me guys. It seems like the atmosphere's already established throughout the topic, and the general gameplay echos SF2 or like Fatal Fury:
(05-06-2014, 07:02 AM)Midi Wrote: [ -> ]1. For the Midnight Moe, can we use any female anime character? Or do they have to be human?
Midnight Moe is literally a parody of Dmitri's Midnight Bliss finisher (Darkstalkers) where he turns the opponent into the opposite gender (or younger, in the case of the game's female cast) and then literally drains them of every ounce of their blood.
The move in this game I assume just turns the character into a a crossplay'd anime character and they're just get...embarassed (i.e. Baegal stays Baegal, he just ends up in Chiyo-chan cosplay)
So: I think your character could stay a squirrel, if that's the question - they'd just have to crossplay (crossdress + cosplay) a particular anime character of your choice.
(05-06-2014, 07:02 AM)Midi Wrote: [ -> ]2. One of my character's attacks in my game is to bury a nut in the ground which acts as a land mine. Only one of these mines can be active at a time, and if he sets a new one, the old one explodes regardless of whether or not anything was on it. Also, if he jumps while standing on it, it explodes and propels him higher. Is this an acceptable attack?
It's up to everyone else, but given the characters and size ratios, this sounds a little overpowered lol. This would work in an arena fighter like Power Stone, or a brawler fighter like Smash Bros, but in a sidescrolling fighter, this has a little too much utility, lol.
I can see the exploding nut as an escape/chase mechanic in like Smash Bros, but in this kind of game, you're being propelled higher to...do an additional aerial attack...? But in a game like SF, Snake (which this mechanic sounds like) would seem out of place and probably broken, as he'd encourage a dash-in, lay mine, dash-around until enemy trips it kind of mechanic.
I could see something like Midi tossing the nut along the ground at various arcs - but the control scheme doesn't really lend itself to that, i.e.
A QCF+P motion has a nut appear above Midi's head.
Letting go of P right after executing the move will have Midi throw the nut underhanded (imagine a tiny, arcing Hadoken with a half-screen range)
Holding P will cause the nut above Midi's head to change colors.
Holding it for a half second turns the nut green, and when let go Midi will roll the nut on the floor.
Holding P for a full second (or longer) has the nut turn from green to red, which upon letting go will cause Midi to lob the nut in the air, reaching the top of the screen, and then quickly descends to the ground.
If a nut doesn't make contact, it will remain on the ground for a full second before exploding.
A direct-contact nut (one that hits the opponent) will do more damage on explosion than a tripped-over nut.
It allows Midi to engage in a projectile game while staying mobile, while still leaving him open to a potential counterattack (from an opponent's projectile)
idk lol - whatever you do though,
the nut should maintain a visual cue once it's on the ground so it maintains readability.
(05-06-2014, 07:02 AM)Midi Wrote: [ -> ]3. What kind of projectiles are allowed? My character's two projectile attacks are throwing nut bombs like grenades or spinning them on the ground like tops.
For the actual answer: I'd assume most projectiles are fair game, but the most common ones you'd see are Hadokens or ground-traveling ones.
See my above suggestion. You could also map the half-second charge to be a ground-based projectile that causes Midi to throw the nut along the ground and slowly spin to the other side (thus making the above suggestion a 2-stage charge). Juuust if he's gonna have so much projectile play, I'd purposely nerf him elsewhere (like, give another special of his lousy range)
(05-06-2014, 07:02 AM)Midi Wrote: [ -> ]4. Does every character have to have their own stage? If so, what format should we submit for the music?
I think a page back it was mentioned that with the Fighter Maker 2K engine WAV, and CD audio were recommended...but I assume the "official" one is fair game (MP3 or OGG, whichever is agreed upon?)
Or was it MIDI ):
(05-06-2014, 07:02 AM)Midi Wrote: [ -> ]5. Are those weird manly mugshots a requirement? If so, I'd have to commission someone to draw it for me, because I can't draw that.
If your character's going to be playable, then yes. ):