TFR: Scratch Edition [Program] - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Creativity (https://www.vg-resource.com/forum-126.html) +--- Forum: Game Development (https://www.vg-resource.com/forum-129.html) +---- Forum: The Fighters Resource (https://www.vg-resource.com/forum-138.html) +---- Thread: TFR: Scratch Edition [Program] (/thread-26351.html) |
RE: TFR: Scratch Edition [Program] - TheShyGuy - 06-06-2016 In this case, updating the game from local multiplayer to online isn't as simple as checking whether the input came locally or online. From what I remember, the fighting portion of the game should be deterministic so that when both players receive the exact same inputs, the exact same results happen every time. Buut I didn't code the game to be deterministic at all. There's also the problem that I don't have experience coding online multiplayer so it might take a long time. I'll look into online multiplayer, but I won't promise that it'll happen. Also thanks for working on the portrait. Though, make sure to keep the size within 160x240. RE: TFR: Scratch Edition [Program] - Guy - 06-06-2016 EDIT: One thing, so for characters like Vipershark, who aren't symmetrical, should I make edits for Left/Right sides of em? I see, and no problem, yea I did my research, it's within the limits so it's kosher and what-not. Since Vipes doesn't have his own thread I'll drop the finished one in here, gonna see about doing another pretty soon as well. RE: TFR: Scratch Edition [Program] - TheShyGuy - 06-06-2016 It's not necessary, but I'll support it if you do. RE: TFR: Scratch Edition [Program] - NICKtendo DS - 06-06-2016 Vipershark's fighter sprite mirrors, so why shouldn't the character portrait? RE: TFR: Scratch Edition [Program] - TheShyGuy - 06-08-2016 I PM-ed Chaoxys about his portrait. Since he doesn't have time right now, others are welcome to take a shot. RE: TFR: Scratch Edition [Program] - TheShyGuy - 06-18-2016 I apologize for the lack of updates. I've been busy, but I'll resume in about a week. RE: TFR: Scratch Edition [Program] - Chris2Balls [:B] - 06-18-2016 (06-08-2016, 11:24 AM)TheShyGuy Wrote: I PM-ed Chaoxys about his portrait. Since he doesn't have time right now, others are welcome to take a shot. RE: TFR: Scratch Edition [Program] - SmithyGCN - 06-22-2016 At the risk of sounding like some idiot who didn't read this topic from the beginning: are you still wanting more fighters? I've been sitting on the fence for this project for some time and was going to finally jump in and give it a shot. SO, can someone point me in the direction of animation/palette/size limitations? Never mind that last bit. RE: TFR: Scratch Edition [Program] - TheShyGuy - 06-22-2016 I don't mind adding more fighters, so go ahead. Although the info in the OP is out of date, most of it still applies. I'll will still support palettes and you can create as complicated of a moveset as you like... well within reason, so just let me know and I'll tell you whether I can script it. Also, anything that a fighter can do, so can their projectiles or weapons, so go crazy. The same goes for assists. I also support root motion which moves the character based on the animation. Keeping fighter sprite sheets organized helps a ton. I would appreciate it if you followed the organization of spritesheets like Neko's, Chris2Balls, Ocksford, etc. Their spritesheets puts the name of the animation right after the frames and they give a GIF example of how the move should work. Please don't put red lines connecting frames because I use auto-detect sprite frames in Unity to get them. When there are those lines, I have to go in and edit the spritesheet. It's not a big deal, but it is a bit annoying. Also, when you put the names in, please put a solid colored box behind the letters because Unity will auto-detect each separate letter, which I would also have to go back into the spritesheet to fix. Uhh, the 64x64 size per frame isn't a hard restriction so if a move needs extra space, go ahead. Oh yeah, you're also not restricted to 4 frames per attack. I feel it's too limiting since that leaves one frame for charging, one for overshooting, one for correcting the overshoot and one for returning to idle. If you want to use more frames, go ahead. Don't forget to add in the frame that should show when you successfully hit the opponent, which should be the frame when the attack is active. If you have any questions, especially about other features or possible features, just ask. RE: TFR: Scratch Edition [Program] - TheShyGuy - 06-28-2016
Also, I added the new portraits, which are my favorite so far, worked on Character and Stage Selection screens and 2 player input support, for which I've fixed a bug which caused upper diagonals to not be valid. A build will be up as soon as I finish supporting local 2 player. Edit: actually the CSS And SSS are done, coding-wise. You can move between CSS, SSS, and a battle now. Though, transitions are a bit slow but that's low priority right now. RE: TFR: Scratch Edition [Program] - TheShyGuy - 07-05-2016 No visual update. I've supported 2 players and controller customization. However, I haven't made a menu for it in game. The only way is through the window that Unity will show before the game starts. Since the game now supports 2 players, the control customization menu will be placed in low priority. So right now, I'm just fixing a few important bugs. If there's any content people would like me to add before the build, let me know and I'll consider it. Currently there's only 2 fighters, one of them being Gors (the other is a surprise.. hopefully at least the member who was chosen), 2 assists, Bolt 'n Splot and Fieram, and 8 stages, including mostly the easier-to add and animate stages, a Character Select Screen and a Stage Select Screen. I am willing to start progress on one more fighter, assist, or add a few stages. The stages not added so far are Bouncy Park, Icicle's stage and Bomber Girl's stage. RE: TFR: Scratch Edition [Program] - TheShyGuy - 07-09-2016 uhh due 2 unforseable complications, progress will have 2 slow down. I am only (prefereably) able 2 use my left hand now... Since I can't type fast 4 now, im probably going 2 code a bit less. This will last unti lim healed up. I'll look 4 any bugs real quick and release the build sometime next week (Week of July 10) ~i apologize 4 any grammar problems. they will not be corrected RE: TFR: Scratch Edition [Program] - TheShyGuy - 07-20-2016
(my p key is broken)
I know I qromised to uqload a build... quiite a while ago but just wait a little bit longer... I haven't been showing any gifs mostly because I thought I would've qut uq a build by now...
RE: TFR: Scratch Edition [Program] - Guy - 07-21-2016 (07-20-2016, 11:53 PM)TheShyGuy Wrote: Ahhh! forgot I was in the bg haha. No worries, any progress is good progress, most important though is your hand, take your time. I've been busy with other projects, but I still want to do another portrait sometime, I haven't forgotten. RE: TFR: Scratch Edition [Program] - TheShyGuy - 07-21-2016 My hand has healed well enough by now. It wasn't broken, just an oddly-qlaced and somewhat deeq cut so I didn't want to tyqe much with it. I have been making a good bit of qrogress though. It's good to know that you might do another qortrait. There are only 2 other qortraits needed- Metaru and Sol. I think there's a different version of this stage but I don't have it. I wanted to have your character sorta qeek out (due to qarrallax or just animation) when the qlayers move to the side. Gor's sqecial does require QC Down to Forward, but I maqqed it to a different key so I can do it alot faster for fun. Edit: (p-key fixed) For those interested, you can help out with adding animations (stages, fighters, assists, gfx) by:
Root motion is supported which allows animating the movement of gameobjects (the position of fighters, assists, projectiles, etc). Further, you can control fighting collision bubbles using Unity's animation system. You can modify the position and radius of attack, hurt, defensive, reflect and grab bubbles. For attack bubbles, you will also be able to view and modify the trajectory and knockback strength. (Circles are attack bubbles. Curves are the path victims will take if hit. Numbers are the time offsets for the path) If anyone's interested (and reliable) let me know and I'll go into more detail. |