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The Fighter's Resource [Program] (Updated 4/26/17) - Printable Version

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RE: TFR: Not So Turbo Edition [Program] (Updated 7-14-16) - TomGuycott - 07-19-2016

Can do! Also, I don't know if you noticed my post in your thread on Halberd, but I need frames that are missing from your two air specials to be added to your sheet. Granted, most frames are reused from other animations, but the one I need in particular is the halberd for the landing attack.


RE: TFR: Not So Turbo Edition [Program] (Updated 7-14-16) - Chris2Balls [:B] - 07-22-2016

Awesome stuff!
C2B's shaping up really well!! I find the kick attack lacks slightly of reach, but the rest is good! I like how you handled the specials and the spritality was impressive (instakill? damn).
I enjoyed playing with Mighty Jetters, and Halberd's coming along well. I'd have to admit that my least favourite character is Sol.

Looking forward to more! Smile

Edit: I think the back punch should push the opponent diagonally, a bit like the back kick, but without the juggling.


RE: TFR: Not So Turbo Edition [Program] (Updated 7-14-16) - TomGuycott - 07-22-2016

The instant kill moves are eventually going to become more like Mortal Kombat fatalities in a later build, but still trying to program that.

As for the kick range, which ones specifically? I noticed the new kick combo animations were a bit far back, so I moved them forward a bit and now they seem to hit a bit better. I'm going to post an update in a few days so you'll be able to see whether the new one is better.


RE: TFR: Not So Turbo Edition [Program] (Updated 7-14-16) - Chris2Balls [:B] - 07-22-2016

I've updated the kick I was talking about in the Chris2Balls thread, so hopefully that should be covered. I found the surprise at the end of the arcade game, that was pretty cool Smile


RE: TFR: Not So Turbo Edition [Program] (Updated 7-14-16) - TomGuycott - 07-22-2016

(07-22-2016, 03:44 AM)Chris2Balls [:B] Wrote: Edit: I think the back punch should push the opponent diagonally, a bit like the back kick, but without the juggling.

So like a different trajectory? Like perhaps somewhere between Back Kick's pop-up and Forward Punch's push forward? I can do that, I just have to do that individually for each character. It's a lot easier than I just made that sound, don't worry. xD

Also, Sol is probably the least fleshed out character so far. He has some of the fewest assets, so I had to work with what I had. I feel like I can make him be more fun if maybe instead of a fist fighter he used the brush almost exclusively. Using the brush for punches and maybe using the brush to pole-vault into various kicking animations for kicks. Him, Bombergirl and Vipershark can use a lot of touching up before they are finished.


RE: TFR: Not So Turbo Edition [Program] (Updated 7-14-16) - The Phinx - 07-23-2016

Ayyy Legendary Anubis ! Halberd's duck punch is sort've broke, maybe some stlll between the next time you can do it because he can do it over and over and over again nonstop which is what I wanted but it seems too over powered in game. But his scopion combos are amazing. Chain them in then do back punch into QBC Kick into the air then just air kick all the way down, amazing. But I don't think he can pull off the QBC punch into QFC punch. I tried a couple times and I would either do his super or not do anything.


RE: TFR: Not So Turbo Edition [Program] (Updated 7-14-16) - TomGuycott - 07-23-2016

Most sliding moves need a lot of tweaking when I first implement them, so it's good to know where they are a bit OP.
Thanks! Big Grin

As for the QBC into QFC punches, I'll mess around with that and see what I can do. I might also make a different attack effect for how the chain grab works.


RE: TFR: Not So Turbo Edition [Program] (Updated 7-14-16) - The Phinx - 07-30-2016

Nah it's not his sliding duck move. Its his still duck attack where his horns spin. I can literally win a whole match just press duck punch.


RE: TFR: Not So Turbo Edition [Program] (Updated 7-14-16) - TomGuycott - 07-30-2016

Ah! The ol' duck punch until they drop trick.

Yeah, most duck punches sometimes have issues the first time I program them. I'll add a delay to make it less spamable.

I'll try my hardest to post the next build this weekend, but it's so hard when I always just want to add one more thing, and then one turns into ten, bleh.

I've tried to fix as many broken moves as I could. Gilbert had like 2 or 3 moves that could infinitely juggle a person on a wall. Granted, killing someone this way could take over two minutes of gameplay, but they are more or less fixed now.


RE: TFR: Not So Turbo Edition [Program] (Updated 7-14-16) - TomGuycott - 08-09-2016

New Build! Version 0.71!

Adding to the main post momentarily. Lots more still to do, but this version is going to be pretty pleasing I think. Particularly, Spritalities!!... However, they all have the same input, which is quarter circle back to forward and then Throw, which is the C input in Fighter Maker.

Get playing!


RE: TFR: Not So Turbo Edition [Program] (Updated 8-9-16) - NICKtendo DS - 08-10-2016

I think you put up the wrong file. All I get is a .7z file.


RE: TFR: Not So Turbo Edition [Program] (Updated 8-9-16) - TomGuycott - 08-10-2016

I'll double check when I get home, but you should be able to unzip the file. There's definitely s possibility I did it wrong, but in the event it just doesn't unzip I'll redo as a standard zip.


RE: TFR: Not So Turbo Edition [Program] (Updated 8-9-16) - NICKtendo DS - 08-10-2016

I downloaded a trail version of WinZip and was able to unzip it. I felt really uncomfortable downloading WinZip.


RE: TFR: Not So Turbo Edition [Program] (Updated 8-9-16) - TomGuycott - 08-10-2016

When I get home I'll make a folder for you and either post it up on media fire or just send it via Skype, unless a plain zip file is better for you?


RE: TFR: Not So Turbo Edition [Program] (Updated 8-9-16) - NICKtendo DS - 08-10-2016

It's already unzipped, but in the future, I'd prefer regular .zip files.