12-14-2014, 07:35 PM
For the newest build (7/31/16), check this post http://www.vg-resource.com/thread-26351-...#pid620742
The forward and back attacks can be replaced with the neutral attacks (normal punch or kicks). There only really needs to be one special for consistency between characters. Status effects (burnt, electrocuted, etc) and the variations of getting hit can all be replaced with the normal Hit animation. Although, due to game mechanics, Knocked Down (Face plant) and getting back up are still required.
As a result of the scrapped features, only the bare minimal of the game is needed to be coded. Which means that I only have to finish the fighting system and add content. As of today, I've finally supported working grabs and throws. Fighting-wise, I just have to support defending and cancelling out equivalent attacks that connect. After I'm sure the fighting system is done and stable, I will work on the menus and content. At that point, I'll probably restart a frequently updated devlog.
*Skim the headers. If there are any questions or confusion, please ask.
Any discussion in this topic should be about the game engine, not content. Of course, discussion of whether the engine is capable of, or potentially capable of, certain content is allowed.
Hello, everyone. The game is being programmed in C# using XNA along with Lua for scripting. My main focus has been on stages and characters. Right now, scripting-wise, I think they are both nearly done. I just have to move focus to the other important aspects, like collision response (getting hurt, grabbed, defending, etc), then "fighting" would be done. By that point, there should be enough support for finished stages, characters and assists, unless I'm forgetting something. The next things to do would be minor game-wise. They would be the actual menus, menu tool, battle HUD, character debug tool, etc. The character debugging tool is just to ease placement of fighting collision bubbles and stepping through subactions.
Try out the newest build! (2/9/15)
Download
https://www.dropbox.com/s/lx1qyvaaov6co4...D.zip?dl=0
Make sure you have XNA redistributable installed:
http://www.microsoft.com/en-us/download/...x?id=20914
There aren't really any obvious changes though. I'd say it's not worth the 60mb download, but I want to keep with the consistent updates.
Some things may not work, or break~
Additional controls:
"r" to create Chaoxy's grab assist.. which I forgot the name of...I wanna say glub glub but I'm almost sure that's not it.
"[home]" to open the editor. -You can't do much with it at the moment except select the character, set an action, pause, play or step the game, and set the subaction tick.
Try out the newest build! (1/1/15)
Download
https://www.dropbox.com/s/ut609y1f6zc8ab...D.zip?dl=0
Make sure you have XNA redistributable installed:
http://www.microsoft.com/en-us/download/...x?id=20914
Please note that this isn't any sort of "alpha", "beta", or even "demo". It's a build. I'll do my best to have a monthly build, despite the current state of the game. Also note, characters are not in development, nor are stages. The current build includes debug content that I use for testing. I'm currently still working on the game engine.[/color]
The build currently only shows the debug characters, Gors and C2B, along with Machobot's spritality form. They were developed for testing purposes and do not reflect any of the member's characters accurately.
Debug Controls:
Note: Again, not all moves are coded. They're debug characters.
Oh yeah. If you want to change the stage to Icicle's stage, open the file "Content\\Debug\\debug_stageToLoad.txt". Change the letter to I. If you want to go back to Chaoxy's stage, change the letter to 'C'.
Characters, Articles/Props, Stages, and Assists
Characters and articles have the exact same capabilities. I haven't made any assists yet, but i figured they'd operate similarly. I don't think assists require any "AI". They show up, do a fixed attack or get hit, and leave. The only difference between the three (and stages) may just be scripting.
At the moment, stages only support music, a single animation and collision masks. However, that limit is completely arbitrary. I've been thinking about just giving stages the same amount of capabilities as characters. That means they could have their own scripting/moveset to make them interactive (stage hazards?). For those of you who make stages, what kind of support would you like?
Customization (Chars, stages, assists)(Scrapped) [Low Priority?]
Update May 2015: Community customization has been scrapped due to non existent community interest. Supporting customizations for others takes time and work. Due to circumstances, the disadvantages greatly overcome the advantages.
I might scrap the idea of supporting community customization, at least for now. I'd have to actually teach people how to use all the non-user friendly tools and scripting stuff that's required to know. In the end, I think it would be a better idea if I just coded everyone's character and stage. To be blunt, it's not like there are many finished characters or stages right now. The advantage is that I can create them better, quicker, and they'll be less prone to bugs. However, I'd need in-depth information, gotta code every character, stage and assist, and there is bound to be misunderstandings in communication and thus require a bit of back and forth. During school, I have no daily internet connection, so I won't be available that much.
That said, please organize your spritesheet in a way that's easy for me to use the frames. Make it obvious which animation is which. Please align animations. I'd rather have extra white-space than have to manually align frames by hand. I can make use of GIFS too, so if that'd be easier for you to do, then please do so instead. GIFS are the easiest way for me to import an animation since all I gotta do is load them. GIFs should have the animation be in-place. However, I'd really appreciate if you also made additional gifs of the movement along with other information, like attack bubbles or an example of the move against an opponent.
I would also need good in-depth information about the actions themselves. How fast does he/she move on the ground? For attacks, how much damage and knockback do they do, literally? What about the direction of knockback? Where are the attack masks located (its a circle, so a position and radius). Is it a strong hit, or a normal one. The same goes for specials. Give as much info as possible, even if you feel it's redundant.
---
Scripting
Scripting is entirely done in Lua, mainly using coroutines. Lua is the core of movesets. There are events, requirements, actions, and subactions, If you want a scripted stage, then that means it'll make use of the moveset system. It's no problem, though.
An action is just a coroutine that's called once every game step. When an action is changed, the next action will execute immediately to allow for chained actions that visually don't do anything without costing a game step. There is only ever one action playing at a time per moveset. Actions usually set a subaction at its start.
A subaction is similar to an action. Except, it's called once per animation tick. It defines the animation to play, and there can be multiple subaction ... sub functions executing at the same time. I still have to work out some things that should happen when a subaction ends, like resetting the character to a consistent state. More info later, if needed.
--
Animation
I've created an animation tool and engine but the the tool isn't user friendly. I'm only naming the main features for those of you who want to be creative. Otherwise, ignore the list.
The engine supports:
Palettes
Palettes are supported by the animation engine, but not by the game engine, yet. I imagine that it would only require me to load a different palette file, which sounds pretty simple. Palettes would be unique on a per-character level.
Note: In the animation engine, a palette file is more of a collection of separate grouped pixel palettes in a single file. Why? This is to allow fading and switching between palettes in animation - animateable palettes. However, alternate "costumes/colors" in the game sense are separate palette files atltogether. Er, more info later. If anyone wants to be creative and has questions, ask. I'll provide visual examples if needed.
Collisions [High priority, need info]
In the fighting system, collision masks are restricted to circles. I usually refer to them as "bubbles". Honestly, I have no good reason for such a restriction. The collision detection system is, ofc, done and working. It's the same system as the normal collision system for the stage.
However, I still need to program in the actual responses, like hitlag and going into the hurt state. Although, I'm not entirely show how it should be done game-wise. I'm not familiar with the "rules" of getting hit, or atleast how it's supposed to work in tFR. I've played Soul Calibur, so I might build off that, unless that's an issue.
Oh yeah, I recently thought up how to go about directional defending. I really wanna use Robo9's super beam thing as a test so I might make a GIF of it later. There will also be support for sweet spots.
Menus [Medium priority, Content needed]
This will probably be easy to do. I already have an idea about how to go about it. The main thing keeping me from implementing it is that I'm unsure how the menu is supposed to look, content-wise. I've seen this, but I don't see any backgrounds. Also, I still gotta make the menu creating tool which will be easy.
For anyone who wants to make the menu sprites, I'm able to support intro, idle, and outro animations. You can also do a few other subtle things, but I'll give more info later, if needed.
Menus:
Effects (GFX, SFX) [Content needed]
We're really lacking in the effects department. There are no sound effects or GFX at all. There should be common effects, that are shared between all character and character specific effects. Why separate them? In case the game ever gets to the point where people can make their own content, it'd be easier to add character effects without affecting shared effects.
AI (Scrapped) [Low Priority]
Update May 2015: AI has been scrapped from the game. There will not be any PlayerVsCPU matches since this kind of AI takes time. Since community interest is non existent, it seems that AI wouldn't be worth the trouble. Of course, PlayerVsPlayer will remain.
I haven't given much thought about how AI is going to work. I'll have to do research on how it's usually done since I have zero experience with this kind of AI.
Online (Scrapped) [Low Priority]
Update May 2015: Online has been scrapped from the game. Since community interest is non existent, it seems that Online wouldn't be worth the trouble and time. Of course, PlayerVsPlayer will remain.
Hmmm...Zero progress here. I'm thinking about using Lidgren for the networking. From what I researched, only inputs should be sent over the connection. This means that the game has to be deterministic, so I'll have to do a little bit more researching. It also requires that both player's have the exact same content.
Sound warning. This is smaller than I thought it'd be. Just go to the youtube page instead.
Dec.20, 2014:
Todo:
-directional defending test
-collision priority test (I'm not referring to height-based attacks)
Below are the current lists of characters, assists and stages that will be added due being finished content, with a few exceptions (i.e. not having status effects, Win or lose animaiton, or a Spritality/Gognio aren't issues)
Characters:
Stages:
My Questions:
How does the collision response in tFR actually work?
Are attack responses fixed? For example, some attacks always launch or just cause hitstun.
Are stun times (recovery times) a thing? Like, if the opponent is hit by attack mask 'A', he'll be stunned for 'X' frames, always? (http://www.vg-resource.com/thread-20507-...#pid549030)
How does jumping work. Is movement fixed or can you move back and forth in the air, like smash bros? Right now, Gors has fixed jumping, but C2B has more of a smash bro jump. Which is correct for tFR?
Is defending directional, like Gors, or radial, like C2B?
For those of you who make stages, what kind of capabilities would you like? I can allow them to have as much support as characters, if needed. It'll be very easy to do. I haven't done so yet because it doesn't seem like it's really needed by anyone.
Since I'll be coding the content for now, I'm only doing those that are finished. I'll need in depth information about how the character, stage, or assist works.
(potentially)FAQ
How frequent will you post updates?
-I'm hoping to retry what I did with my MFGGTKO devlog. I'll try to post updates frequently. As for demos, hmmm. I can try for a monthly demo, regardless of its state. How that will go, I dunno.
What are the extents of projectiles?
-Projectiles will have as much capability as characters. I call them articles.
What are the extents of stages?
-If needed, I can allow them to have a custom script (moveset, really). Then, they can have as many animations as they want. You can even add little scripted "NPCs" by adding them as articles. They can interactive too, given they will have their own moveset.(Note: I'm talking about potential atm. No development has been done yet the solidifies the idea. But, I don't see any potential issues.)
Do sprites affect the character in any way or form? For example, would it affect the collision masks in any way?
-No. All your sprites do is look pretty. Otherwise, they don't add any functionality automatically in any way or form.
Are palettes supported?
Yes and no. My idea is to allow each character to have their own custom palettes. Yes: Palettes are implemented. No: There is no current system of setting a palette. Don't worry though, it should only require me changing a file to make it work correctly.
Zabaden: would you be able to implement a fighter who operates like the Pokemon Trainer in Smash Bros. and shifts between three characters directed by a third?
-I can imagine a way to do so in the engine's current state, along with some issues and lack of current support. If you want more info, ask.
What are the limitations of the engine?
-Uh, it'd be easier if you ask me the question of whether somethings are possible. The engine is still in development, so nothing is set in stone.
If you have any questions, please ask.
News May 19, 2015:
- Required character animation count has been reduced to ~20 animations instead of the ~40 animations.
- Input Buffering, Online, AI, Story/Arcade Mode, Community Customization, Main Menu, and Options Menu are scrapped due to non existent community interest and lack of content. Each take a lot of time and hard work and the benefits are non existent, thus they will no longer be supported.
- Only Player Vs Player battles will be supported
- Idle
- Walk Forward
- Walk Backward
- Duck
- Jump
- Fall
- Punch 1
- Kick 1
- Duck Punch
- Duck Kick
- Jump Punch
- Jump Kick
- Special 1 (can be offensive, defensive, healing ,etc)
- Grab
- Grab Attack
- Throw
- Standing Defend
- Duck Defend
- Air Defend
- Hit
- Knock Down (Face plant)
- Get Back Up
The forward and back attacks can be replaced with the neutral attacks (normal punch or kicks). There only really needs to be one special for consistency between characters. Status effects (burnt, electrocuted, etc) and the variations of getting hit can all be replaced with the normal Hit animation. Although, due to game mechanics, Knocked Down (Face plant) and getting back up are still required.
As a result of the scrapped features, only the bare minimal of the game is needed to be coded. Which means that I only have to finish the fighting system and add content. As of today, I've finally supported working grabs and throws. Fighting-wise, I just have to support defending and cancelling out equivalent attacks that connect. After I'm sure the fighting system is done and stable, I will work on the menus and content. At that point, I'll probably restart a frequently updated devlog.
*Skim the headers. If there are any questions or confusion, please ask.
Any discussion in this topic should be about the game engine, not content. Of course, discussion of whether the engine is capable of, or potentially capable of, certain content is allowed.
Hello, everyone. The game is being programmed in C# using XNA along with Lua for scripting. My main focus has been on stages and characters. Right now, scripting-wise, I think they are both nearly done. I just have to move focus to the other important aspects, like collision response (getting hurt, grabbed, defending, etc), then "fighting" would be done. By that point, there should be enough support for finished stages, characters and assists, unless I'm forgetting something. The next things to do would be minor game-wise. They would be the actual menus, menu tool, battle HUD, character debug tool, etc. The character debugging tool is just to ease placement of fighting collision bubbles and stepping through subactions.
Try out the newest build! (2/9/15)
Download
https://www.dropbox.com/s/lx1qyvaaov6co4...D.zip?dl=0
Make sure you have XNA redistributable installed:
http://www.microsoft.com/en-us/download/...x?id=20914
There aren't really any obvious changes though. I'd say it's not worth the 60mb download, but I want to keep with the consistent updates.
Some things may not work, or break~
Additional controls:
"r" to create Chaoxy's grab assist.. which I forgot the name of...I wanna say glub glub but I'm almost sure that's not it.
"[home]" to open the editor. -You can't do much with it at the moment except select the character, set an action, pause, play or step the game, and set the subaction tick.
Try out the newest build! (1/1/15)
Download
https://www.dropbox.com/s/ut609y1f6zc8ab...D.zip?dl=0
Make sure you have XNA redistributable installed:
http://www.microsoft.com/en-us/download/...x?id=20914
Please note that this isn't any sort of "alpha", "beta", or even "demo". It's a build. I'll do my best to have a monthly build, despite the current state of the game. Also note, characters are not in development, nor are stages. The current build includes debug content that I use for testing. I'm currently still working on the game engine.[/color]
The build currently only shows the debug characters, Gors and C2B, along with Machobot's spritality form. They were developed for testing purposes and do not reflect any of the member's characters accurately.
Debug Controls:
'Q' to create Gors
'W' to create C2B
'E' to create Machobot's spritality form.
'[Backspace]' to delete all the characters
'3' to show debug collision masks
'9' to play a random song
--
Gors and C2B Controls:
Left Shift: Jump
Arrow Keys: Move
Z : punch
X : kick
MachoBot:
Z : Spritality
'W' to create C2B
'E' to create Machobot's spritality form.
'[Backspace]' to delete all the characters
'3' to show debug collision masks
'9' to play a random song
--
Gors and C2B Controls:
Left Shift: Jump
Arrow Keys: Move
Z : punch
X : kick
MachoBot:
Z : Spritality
Note: Again, not all moves are coded. They're debug characters.
Oh yeah. If you want to change the stage to Icicle's stage, open the file "Content\\Debug\\debug_stageToLoad.txt". Change the letter to I. If you want to go back to Chaoxy's stage, change the letter to 'C'.
Characters, Articles/Props, Stages, and Assists
Characters and articles have the exact same capabilities. I haven't made any assists yet, but i figured they'd operate similarly. I don't think assists require any "AI". They show up, do a fixed attack or get hit, and leave. The only difference between the three (and stages) may just be scripting.
At the moment, stages only support music, a single animation and collision masks. However, that limit is completely arbitrary. I've been thinking about just giving stages the same amount of capabilities as characters. That means they could have their own scripting/moveset to make them interactive (stage hazards?). For those of you who make stages, what kind of support would you like?
Customization (Chars, stages, assists)(Scrapped) [Low Priority?]
Update May 2015: Community customization has been scrapped due to non existent community interest. Supporting customizations for others takes time and work. Due to circumstances, the disadvantages greatly overcome the advantages.
I might scrap the idea of supporting community customization, at least for now. I'd have to actually teach people how to use all the non-user friendly tools and scripting stuff that's required to know. In the end, I think it would be a better idea if I just coded everyone's character and stage. To be blunt, it's not like there are many finished characters or stages right now. The advantage is that I can create them better, quicker, and they'll be less prone to bugs. However, I'd need in-depth information, gotta code every character, stage and assist, and there is bound to be misunderstandings in communication and thus require a bit of back and forth. During school, I have no daily internet connection, so I won't be available that much.
That said, please organize your spritesheet in a way that's easy for me to use the frames. Make it obvious which animation is which. Please align animations. I'd rather have extra white-space than have to manually align frames by hand. I can make use of GIFS too, so if that'd be easier for you to do, then please do so instead. GIFS are the easiest way for me to import an animation since all I gotta do is load them. GIFs should have the animation be in-place. However, I'd really appreciate if you also made additional gifs of the movement along with other information, like attack bubbles or an example of the move against an opponent.
I would also need good in-depth information about the actions themselves. How fast does he/she move on the ground? For attacks, how much damage and knockback do they do, literally? What about the direction of knockback? Where are the attack masks located (its a circle, so a position and radius). Is it a strong hit, or a normal one. The same goes for specials. Give as much info as possible, even if you feel it's redundant.
---
Hmmm. Maybe I'm not giving you guys enough credit. I'm all for community customization. It relieves work off me and distributes it in an effective way. However, I feel that there would only be a few people capable enough to be able to work through the issues of my tools and learn how to code. You won't have to really learn much about the coding API, err coding interfaces (rules, syntax, etc), as I've already made a veery basic scripting tool with intellisense. For scripting actions and subactions, at most, you'd have to only know how to create basic conditionals (If/else), loops and the premade events (functions) , which I'm confident non-coders can grasp easily and quickly. Not to mention, there's intellisense for all of those to ease having to memorize much. The tool hides most of the other things, even creating custom events and character-specific variables. More info later.
Scripting
Scripting is entirely done in Lua, mainly using coroutines. Lua is the core of movesets. There are events, requirements, actions, and subactions, If you want a scripted stage, then that means it'll make use of the moveset system. It's no problem, though.
An action is just a coroutine that's called once every game step. When an action is changed, the next action will execute immediately to allow for chained actions that visually don't do anything without costing a game step. There is only ever one action playing at a time per moveset. Actions usually set a subaction at its start.
A subaction is similar to an action. Except, it's called once per animation tick. It defines the animation to play, and there can be multiple subaction ... sub functions executing at the same time. I still have to work out some things that should happen when a subaction ends, like resetting the character to a consistent state. More info later, if needed.
--
I'm also in the process of creating tools to ease scripting. I've created a basic moveset scripting tool with basic intellisense. This intellisense helps you code by showing you names of existing valid identifiers (events, functions, etc) and also shows a comment or description as-well. This removes the need to look anything up, memorize code, and decreases the chance of typo related bugs. The tool also hides some of the syntax that one would other-wise need to know about. I'm in the process of planning a basic character debugging tool that allows you to "step" through moves on a per frame basis. I'm not aiming for a perfectly working tool, it just need to ease development. It's more of a one-off thing. More info later.
Animation
I've created an animation tool and engine but the the tool isn't user friendly. I'm only naming the main features for those of you who want to be creative. Otherwise, ignore the list.
The engine supports:
- Traditional Frame by frame animation
- Skeletal Animation
- Key framed animation
- Linear and Jump/Step Interpolation
- Root Motion Translation only (moving object by animation)
- SubAnimations (it just means using another animation within the current animation - a sub animation. Look at Chaoxy's stage. The cogs and floor are a great example.)
- Importing GIfs as an animation into the tool
- Exporting animations as a sprite sheet or GIF
- Opaque, Translucent, and completely Transparent sprites. (Fully transparency can happen if the sprite tint is animated)
- Palettes and Palette animation.
Palettes
Palettes are supported by the animation engine, but not by the game engine, yet. I imagine that it would only require me to load a different palette file, which sounds pretty simple. Palettes would be unique on a per-character level.
Note: In the animation engine, a palette file is more of a collection of separate grouped pixel palettes in a single file. Why? This is to allow fading and switching between palettes in animation - animateable palettes. However, alternate "costumes/colors" in the game sense are separate palette files atltogether. Er, more info later. If anyone wants to be creative and has questions, ask. I'll provide visual examples if needed.
Collisions [High priority, need info]
In the fighting system, collision masks are restricted to circles. I usually refer to them as "bubbles". Honestly, I have no good reason for such a restriction. The collision detection system is, ofc, done and working. It's the same system as the normal collision system for the stage.
However, I still need to program in the actual responses, like hitlag and going into the hurt state. Although, I'm not entirely show how it should be done game-wise. I'm not familiar with the "rules" of getting hit, or atleast how it's supposed to work in tFR. I've played Soul Calibur, so I might build off that, unless that's an issue.
Oh yeah, I recently thought up how to go about directional defending. I really wanna use Robo9's super beam thing as a test so I might make a GIF of it later. There will also be support for sweet spots.
Menus [Medium priority, Content needed]
This will probably be easy to do. I already have an idea about how to go about it. The main thing keeping me from implementing it is that I'm unsure how the menu is supposed to look, content-wise. I've seen this, but I don't see any backgrounds. Also, I still gotta make the menu creating tool which will be easy.
For anyone who wants to make the menu sprites, I'm able to support intro, idle, and outro animations. You can also do a few other subtle things, but I'll give more info later, if needed.
Menus:
- Title screen
- Main Menu (Scrapped, unnecessary)
- Character Selection Screen
- Stage Selection Screen
- Other? (options, control configuration, etc?) (Scrapped, unnecessary)
Effects (GFX, SFX) [Content needed]
We're really lacking in the effects department. There are no sound effects or GFX at all. There should be common effects, that are shared between all character and character specific effects. Why separate them? In case the game ever gets to the point where people can make their own content, it'd be easier to add character effects without affecting shared effects.
AI (Scrapped) [Low Priority]
Update May 2015: AI has been scrapped from the game. There will not be any PlayerVsCPU matches since this kind of AI takes time. Since community interest is non existent, it seems that AI wouldn't be worth the trouble. Of course, PlayerVsPlayer will remain.
I haven't given much thought about how AI is going to work. I'll have to do research on how it's usually done since I have zero experience with this kind of AI.
Online (Scrapped) [Low Priority]
Update May 2015: Online has been scrapped from the game. Since community interest is non existent, it seems that Online wouldn't be worth the trouble and time. Of course, PlayerVsPlayer will remain.
Hmmm...Zero progress here. I'm thinking about using Lidgren for the networking. From what I researched, only inputs should be sent over the connection. This means that the game has to be deterministic, so I'll have to do a little bit more researching. It also requires that both player's have the exact same content.
Sound warning. This is smaller than I thought it'd be. Just go to the youtube page instead.
Dec.20, 2014:
- Added more info about possibility of customization. (See General Info -> Customization)
- Added more info about scripting tools. (See General Info -> Scripting)
- Added more info: Palette section (See General Info -> Palette)
- Added FAQs and Interesting posts section.
- http://www.vg-resource.com/thread-26351-...#pid576062 - Fighter collision detection system plan
- Input Buffering, Online, AI, Story/Arcade Mode, Community Customization, Main Menu, and Options Menu are scrapped due to non existent community interest and lack of content. Each take a lot of time and hard work and the benefits are non existent, thus they will no longer be supported.
- Only Player Vs Player battles will be supported
Todo:
-revise this post and make sure it includes only whats necessary
-looking into nLua (actively updated Lua 5.2+ wrapper for C#) instead of LuaInterface(uses older Lua 5.1, which seems like it can cause an issue).
-Collision Response:-looking into nLua (actively updated Lua 5.2+ wrapper for C#) instead of LuaInterface(uses older Lua 5.1, which seems like it can cause an issue).
- Grabbing and being grabbed [May 2015]
- Defending
- HitLag [May2015]
- Hurt state [May2015]
-directional defending test
-collision priority test (I'm not referring to height-based attacks)
Below are the current lists of characters, assists and stages that will be added due being finished content, with a few exceptions (i.e. not having status effects, Win or lose animaiton, or a Spritality/Gognio aren't issues)
Characters:
- Chris2Balls
- Neko
- Ocks
- Bomber Girl
- MachoBot
- Gors
- Sol
- Chaoxys
- Icicle
- ViperShark
- Metaru
Stages:
- NicktendoDS's Babylon Kingdom
- Chaoxys's Factory Level
- NicktendoDS's Bouncy Park
- Arisa's Shrine
- The Space Ring
- The Space Ring Alternate (1)(2)
- Skull Catacombs
- Bombergirl's Stage (1)(2)(3)(4)
- Spriters Resource [/url][url=http://www.vg-resource.com/thread-25046-post-570557.html#pid570557](1)(2)
- [By Chris2Balls]
My Questions:
How does the collision response in tFR actually work?
Are attack responses fixed? For example, some attacks always launch or just cause hitstun.
Are stun times (recovery times) a thing? Like, if the opponent is hit by attack mask 'A', he'll be stunned for 'X' frames, always? (http://www.vg-resource.com/thread-20507-...#pid549030)
How does jumping work. Is movement fixed or can you move back and forth in the air, like smash bros? Right now, Gors has fixed jumping, but C2B has more of a smash bro jump. Which is correct for tFR?
Is defending directional, like Gors, or radial, like C2B?
For those of you who make stages, what kind of capabilities would you like? I can allow them to have as much support as characters, if needed. It'll be very easy to do. I haven't done so yet because it doesn't seem like it's really needed by anyone.
Since I'll be coding the content for now, I'm only doing those that are finished. I'll need in depth information about how the character, stage, or assist works.
(potentially)FAQ
How frequent will you post updates?
-I'm hoping to retry what I did with my MFGGTKO devlog. I'll try to post updates frequently. As for demos, hmmm. I can try for a monthly demo, regardless of its state. How that will go, I dunno.
What are the extents of projectiles?
-Projectiles will have as much capability as characters. I call them articles.
What are the extents of stages?
-If needed, I can allow them to have a custom script (moveset, really). Then, they can have as many animations as they want. You can even add little scripted "NPCs" by adding them as articles. They can interactive too, given they will have their own moveset.(Note: I'm talking about potential atm. No development has been done yet the solidifies the idea. But, I don't see any potential issues.)
Do sprites affect the character in any way or form? For example, would it affect the collision masks in any way?
-No. All your sprites do is look pretty. Otherwise, they don't add any functionality automatically in any way or form.
Are palettes supported?
Yes and no. My idea is to allow each character to have their own custom palettes. Yes: Palettes are implemented. No: There is no current system of setting a palette. Don't worry though, it should only require me changing a file to make it work correctly.
Zabaden: would you be able to implement a fighter who operates like the Pokemon Trainer in Smash Bros. and shifts between three characters directed by a third?
-I can imagine a way to do so in the engine's current state, along with some issues and lack of current support. If you want more info, ask.
What are the limitations of the engine?
-Uh, it'd be easier if you ask me the question of whether somethings are possible. The engine is still in development, so nothing is set in stone.
Note to Self: http://www.vg-resource.com/thread-25046-...#pid553742 Stage Select Mockup
http://www.vg-resource.com/thread-20507-...#pid479760
http://www.vg-resource.com/thread-20507-...#pid483725 - Ploaj, config files. (Note to self: elaborate...)
http://www.vg-resource.com/thread-20507-...#pid484902 - fighter balancing
http://www.vg-resource.com/thread-20507-...#pid497039 - basic editing fighters
http://www.vg-resource.com/thread-20507-...#pid547568 - Gors
http://www.vg-resource.com/thread-20507-...#pid549030 - Hurt fixed responses
http://www.vg-resource.com/thread-18497-...#pid435538 - Lack of Design Document
http://www.vg-resource.com/thread-20507-...#pid469269 - Virt's Nikki Assist
http://www.vg-resource.com/thread-20507-...#pid486235 - Nicktendo's Solar Flare Assist
http://www.vg-resource.com/thread-25044-page-4.html - Brainstorm of game stuff
http://www.vg-resource.com/thread-20507-...#pid479760
Bageal Wrote:I've been meaning to finish mine, regardless of whether the game's finished or not (although some progress would really be nice), mostly because
b) If someone does want to pick this up again in the future, the resources will all be there.
http://www.vg-resource.com/thread-20507-...#pid483725 - Ploaj, config files. (Note to self: elaborate...)
http://www.vg-resource.com/thread-20507-...#pid484902 - fighter balancing
http://www.vg-resource.com/thread-20507-...#pid497039 - basic editing fighters
http://www.vg-resource.com/thread-20507-...#pid547568 - Gors
http://www.vg-resource.com/thread-20507-...#pid549030 - Hurt fixed responses
http://www.vg-resource.com/thread-18497-...#pid435538 - Lack of Design Document
http://www.vg-resource.com/thread-20507-...#pid469269 - Virt's Nikki Assist
http://www.vg-resource.com/thread-20507-...#pid486235 - Nicktendo's Solar Flare Assist
http://www.vg-resource.com/thread-25044-page-4.html - Brainstorm of game stuff
If you have any questions, please ask.