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Build 7/31/16: https://www.dropbox.com/s/i0rmamzr41bfe7...6.zip?dl=0

I'll write a more informative post later about things I still have to do and stuff, but for now, here are the default controls:


Player1 and 2:
(Controller button: Action)

LStick: Move, jump
B: Jump
X: Punch, Menu Select
A: Kick, Menu Deselect
LeftBumper: Call Assist Splot
RightBumper: Call Assist Fieram
Back: Go back to Stage selection screen during battle

Player1:
(Key: Action)

ArrowKeys: Move, jump
Z: Punch, Menu Select
X: Kick, Menu Deselect
LeftShift: Call Assist Splot
C: Call Assist Fieram
Backspace: Go back to Stage selection screen during battle

Player2:
(Key: Action)

WASD; Up,Left,Down,Right (up for jump)
O: Punch, Menu Select
P: Kick, Menu Deselect
i: Call Assist Splot
[: Call Assist Fieram
Backspace: Go back to Stage selection screen during battle



Correct resolutions to choose are multiples of 320x240.

There are only two fighters so far: Gors and Halberd.

Gors specials:

QC_DownToForward + P: Horizontal Bullet
QC_DownToBack + P: Angled Bullet
QC_DownToForward (Air) + P: Hammer Somersault
QC_DownToForward + K: Reflect (Only hits during white stroke)
QC_DownToBack + K: Candle head (Hold Kick to remain in attack)

Halberd Specials:

QC_DownToForward + P: Cannon ball throw
QC_DownToBack + P: Hook grab (Hold P to continue extending hook)


There's no air defending or air parrying. You can only parry during the first 3 frames of WalkF. Gor's Parry reflects projectiles.  Defending isn't based on attack height or anything yet.

If you run into any bugs, visual problems even minor, something you don't like, or have any questions, let me know. Of course, there's still a lot for me to do and you'll probably run into some bug I missed but I decided to just put the build out now instead of waiting for some perfect time.
Looks great so far. I like how clean it looks.

I did manage to juggle my opponent infinitely into the air with Gors' jump punch while rising. Not sure if it's intentional, but I thought it was worth mentioning.
Yeah, I haven't had a chance to make any attack correct so far. I've only went as far as implementing them, but knockback, hitstun and all that are easy to change.
No visual update.

Who would be interested in a Player Vs CPU mode? I'd be willing to add the support if people find it worthwhile.

In the next build, Chris2Balls and one of Nicktendo's characters will be added (do you have a preference?).

Also, I plan on finishing the significant features of the game by 2017, excluding any character balancing problems, lack of content like sounds, and AI.
All I do is fight the CPU in the Not-so-turbo Edition, so I would find it worthwhile, unless you mean it's different from Arcade Mode and you already have one. In that case, while it'd be nice, I wouldn't call it top priority.

And I'd like to see Princess playable. I'm curious to see her in action.
FOr some reason my driver wont display the game. I get a black screen, I can hear all the game sounds but I can't see anything.
@Nick Ok, Princess it is. For the AI, I was talking about adding it in general, so Arcade mode and Player Vs Computer (choosing who they are and their difficulty). I don't have any AI in place currently, but I'll work on adding them. They have to be coded on a per fighter basis so they use their movesets correctly.

I'll look into it Phinx. Have you ever had any problems with Unity games before? Do you see the main menu, or does this occur after stage selection? Hmm could you send me the log file in the /*Data folder?

Does anyone have a Assist-selection idea they wanna mockup? I'm looking for ideas.
Once I click the exe I just get a black screen from the start. I hear all the main menu sounds and I can select things but I can't see what I'm selecting I can just hear it.
Could you send me the log file?
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