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THE FIGHTERS RESOURCE - Official Thread
#31
@ Baegal - Not really sure how you would impliment it, but what about some sort of Crane Machine claw thing?
Maybe with a controller or something?
[Image: baegle.gif]
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#32
Forward face walk looks fine to me.
[Image: sweet-capn-cakes-deltarune.gif]
#33
(06-07-2012, 08:00 PM)Sevenstitch Wrote: @ Baegal - Not really sure how you would impliment it, but what about some sort of Crane Machine claw thing?
Maybe with a controller or something?
[Image: baegle.gif]

This, and have the grab attack be the crane coming down and either squeezing the opponent, or punching them over and over, whichever looks funnier. And then have it lift them up and smash them down for the actual throw, sending them bouncing away from you.
#34
I like the ideas; I think I'm actually going to use the control idea for the <Kick, if you don't mind. Maybe it'll summon a boxing glove to come out of the ground and hit the opponent up, similar to this:
The only thing about the crane is, where would it attach? It seems, programming-wise, it would be difficult for it to come out of the top of the screen, not to mention it would take up a lot of space.
I would like to keep the [GRAB] as is, but I can change the [THROW] to forward punch if someone has a different idea like Guycott. While it's a cool idea, I'm only hesitant about the crane because it seems difficult to work into the game :U
[Image: OH4K4jX.gif] [Image: R7WBBzo.gif] [Image: TsJpssj.gif]
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#35
Yeah, I thought that too. I had another idea where you would use a toy grabber arm, like these maybe, but I dont know how you'd sprite one without it looking like a robot arm.
[Image: 22610_s.gif]

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#36
(06-07-2012, 08:17 PM)Baegal Wrote: I like the ideas; I think I'm actually going to use the control idea for the <Kick, if you don't mind. Maybe it'll summon a boxing glove to come out of the ground and hit the opponent up, similar to this:

I WAS GONNA DO THAT. Angry
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#37
hmm, I don't know either.
I would say I'll work on it now, but I'll get sidetracked like this time...
[Image: odR0N.gif]
One of my specials, inspired by Sploder's love.
Basically, I hop onto the pencil, and fly to the other side of the screen or until I collide with something. Once I hit the opponent/the wall, I get off and continue from that spot, so it's like throwing a projectile, but I'm part of the projectile (?)
It will be somewhat controllable (tilt up or down), so in mid flight you can press up or down and the pencil will move slightly.
I'll make a transition and the slightly tilted sprites soon.

EDIT: Sorry, Virt ^^". If you want, you can go ahead and do it; I'm not deadset on it, anyway.
[Image: OH4K4jX.gif] [Image: R7WBBzo.gif] [Image: TsJpssj.gif]
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#38
SHEESH I WAS GONNA DO THAT, TOO. Cry
EDIT: Well technically I scrapped the idea but it was one of my concepts
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#39
Just a couple of questions about the specials, hopefully they haven't already been answered somewhere and I just can't find them.

How fast does the GOGNIO bar fill up? Because some of the special moves seen so far seem rather weak-looking for something that costs as much as a standard super meter, and look more like normal special input moves that shouldn't cost meter and others look more like Supers/Overdrives/Hypers/Desperations. Also, does the Spritality count towards the limit of 3 Specials? Or is it 3 Specials and a Spritality?
How specials work may largely affect how I plan out how my character fights...
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#40
(06-07-2012, 08:32 PM)Virt the Fox Wrote: SHEESH I WAS GONNA DO THAT, TOO. Cry
EDIT: Well technically I scrapped the idea but it was one of my concepts
WHAT? HOW??
Sorry :I
[Image: OH4K4jX.gif] [Image: R7WBBzo.gif] [Image: TsJpssj.gif]
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#41
Clearly your character is a psychic -- he knew that Virt was going to use those moves so he took them for himself before he could execute them! You sneaky plaid detective, you. Wink
[Image: sweet-capn-cakes-deltarune.gif]
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#42
(06-07-2012, 08:33 PM)Tellis Wrote: Just a couple of questions about the specials, hopefully they haven't already been answered somewhere and I just can't find them.

How fast does the GOGNIO bar fill up? Because some of the special moves seen so far seem rather weak-looking for something that costs as much as a standard super meter, and look more like normal special input moves that shouldn't cost meter and others look more like Supers/Overdrives/Hypers/Desperations. Also, does the Spritality count towards the limit of 3 Specials? Or is it 3 Specials and a Spritality?
How specials work may largely affect how I plan out how my character fights...
I think the attacks are more weak-looking. I took it that they were part of a button combo, and were the strength of B-moves in SSB as opposed to Ultimate attacks, but I could be wrong. I'm basing my attacks' strength/proportion on Gorsal and Nicktendo's sprite sheets.

As for the spritality, I'm still confused on that too.
EDIT#9000+: After looking back at the OP, it looks like the 3 specials listed are the weaker ones triggered by a button sequence. the GOGNIO moves aren't part of the list for now. I think Gors only put the priorities on the list, and once a good majority of everything is done, we do things like GOGNIO moves/Spritality, Backgrounds, extra statuses, etc.

@Mighty: That has to be it! I knew the punching bag wasn't incredibly original, but come on; I was pretty proud of the idea of riding a flame powered FLYING PENCIL :V

Should I even bother adding the up/down tilts? Or can the animation just be rotated in-engine?
I'm going to leave it for now; I don't want to get caught up in one little thing. I need to worry more about finishing.
EDIT:
Transition: [Image: ipBQs.gif]
[Image: OH4K4jX.gif] [Image: R7WBBzo.gif] [Image: TsJpssj.gif]
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#43
(06-07-2012, 09:02 AM)Medevenx Wrote: I'm not really interested in making a character for this game (because I don't want to make programming any harder than it is already and I'm not too well known to have my own character in this game yet) but I would like to offer my services in stage making. Smile Just tell me what kind of stages you will need. Smile Chaoxys' stage weirds me out, it has some inconsistent perspective (which I suggest we not have on the stages, just like the SSB project)

we're not that far into development to really even closely determine how stages are going to be built or what sort of perspective they should follow(so far, all what has been posted are mockups)

but what we need the most are basically all the effects needed for the game, such as the animations for the explosions, impacts, lighting, debris, etc.
#44
[Image: b2EvP.gif]
oh god how did this get here i am not good motion blur
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#45
Doesn't seem to be enough force in it. I think the issue is that there is no recoil. The motion blur and the fist in the last frame both go out to the full extent. Try pulling his arm back a bit by a few pixels maybe?
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